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Lake Monster Solitary, Huge, Hoarder Bite (w[2d8+3] damage) 24 HP 5 armor Reach Special Qualities: lightning fast A massive lake monster. Really harmless, but doesn't like being bothered. It's got a stomach-full of loot, though. And some water-spirit friends... Instinct: to be left alone
- Appear, then disappear
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Water Spirit Solitary, Magical, Intelligent, Hoarder, Planar, Amorphous Aqua Blast (w[2d10] damage) 19 HP 5 armor Close, Reach, Near, Far A playful water spirit, friendly but eager to challenge strangers. Vicious and unrelenting when angered. Instinct: to entertain itself
- Offer a challenge or game
- Conjure and control water
- Offer a blessing of the oceans, lakes, or rivers
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Flesh-Eating Fish Horde, Tiny, Organized Bite (b[2d4-2] damage 1 piercing) 3 HP 4 armor Hand, Ignores Armor Like piranha, but meaner. If a target is swarmed, don't attack for each individually; instead do 1 damage per 4 fish. Instinct: to feast
- Nibble painfully
- Swarm around a bleeding target
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Fisherman Group, Organized, Intelligent Spears (b[3w[3d8] damage) 6 HP 0 armor Close, Reach, Near, Far These fishers aren't eager to fight, but will if they have to. Some of them won't be as friendly (check the disposition of the nearest settlement). Instinct: to feast and be joyous
- Offer a share of the catch in return for help
- Sound the warning horn
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Giant Fish Solitary, Huge Ram (w[2d8+3] damage) 24 HP 2 armor Reach Special Qualities: Aquatic A massive fish, large enough to eat people. It's not really aggressive, though. It's stomach has 8 hit points but heals rapidly. Instinct: to remain undisturbed
- Swallow Whole
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Giant Serpent Solitary, Huge, Devious Bite (d8+7 damage 1 piercing) 20 HP 2 armor Reach, Forceful A massive snake, large enough to swallow people whole. It's stomach has 10 hit points, 2 armor, and does 1d4 acid damage + poison. Instinct: to devour meat
- Swallow someone whole
- Spit venomous acid
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Hunter Group, Stealthy, Organized, Intelligent Hunting Bow (b[2d8] damage 1 piercing) 6 HP 1 armor Close, Near, Far A hunter from a nearby community. Friendly and welcoming to strangers - if the strangers are friendly themselves. Instinct: to provide for their community
- Offer a meal and shelter
- Appear or disappear from the wilderness
- Return home
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Outcast Solitary, Stealthy, Intelligent Club (w[2d8] damage) 12 HP 0 armor Close A criminal, runaway, eccentric, or witch; looking to be left in peace. Witches might offer a ritual, blessing, or concoction. Instinct: to avoid attention
- Flee or hide
- Offer promises or minor goods in return for being left alone