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Red scale Gorilla beast Solitary, Huge, Devious Slash grab and bite. Tail wip. smash . (b[2d8+7] damage 1 piercing) 24 HP 2 armor Reach, Forceful A red gorilla beast is a giant size gorilla with a croc tail scale armor on its back and front area of its arms and legs. A red gorilla beast will wonder dense wooded areas and patrol the area at night it attracted to camp fires and groups that consists of mostly males. Once it finds a group it will jump in the middle of the group and attack only the men. If any females are in the group it will not attack them but will want to take it as a price. The woman taken will eventually die of either starvation or crush by the overly protective gorilla. It's attacks are slash with claws, grab bad smash, bite and throw tail whip and or trow. Instinct: It attack groups of men that come with in it's territory and or campfires with dominant male members.
- Slash with claws bite, tear and trow.
- Once it grabs a victim it will not let go until it finds a more dangerous one. It won't stop till all males of group are dead.
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Shell Eater Group, Large, Devious, Cautious Barrage of scratch and bite. ( claws attack and bite ) (d6+4 damage 3 piercing) 14 HP 4 armor Forceful Special Qualities: Resistant to acid (eats acid) Armor plating, strong claws, roll in to a armored balll, can dig through anything, can eat metal, see in the dark, Armor eaters, demon roly poly, armor rollers, ball beast are some of the names for a parasite of the giant snail. It lives in the crack and crevices on the rocks where giant snails rest. It feeds on the small offspring that do not make it into the safety of the shell labyrinth of its parent. Once a giant snail leaves to go eat and or drink armor eaters will go out and wander to find a tastety meal. It will eat trees, animals specialy armor types. If it comes across any creature that has touched eaten or lived near a giant snail. Touching eating or being near a giant snail or it's offspring will leave a scent that will surely attract Armor eaters. When an armor eater finds a scent it will call out with a scratching sound made by its shell plates on threre body. Other armor eaters will answer and will come to feed. Once a group them finds a meal they don't attack right away they find the time when they are still to rush the victim/s. armor eaters will not attack if other creatures bigger than them are around, they are also able to detect agic magic users and magical items and will not touch them this also include clerics and holy men. Armor eaters are armor plated quadrupeds black hard plated that interlock and make m water tight And can go with out water for years. They are supever diggers and tunnelres. Instinct: Eat anything tough "armor" like the shell of the giant snail.
- claws and bites at armor, till it eats it allow and anything attached to it.
- Once it hold on to armor it will want to roll in a ball to not be bother while it eats.
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Psionic Harpy Hen Group, Magical, Organized, Intelligent Claws (d8 damage 1 piercing) 6 HP 0 armor Close, Far Harpy hens were plenty nasty before magic ran amok and started causing all sorts of chaotic side-effects. Now, they're terrifying creatures that have the ability to force other humanoids to act according to their wishes. Their ambitions remain primarily to accumulate petty treasures that look shiny, but now they add slavery to the mix. Y'know, for fun. Instinct: To dominate others, to accumulate shiny objects
- Mind Control slaves
- Mind Control
- Summon Hens
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Gnoll Hoplite Horde, Organized, Intelligent, Cautious, Hoarder Long spear (d6 damage 1 piercing) 3 HP 4 armor Reach This hyena-featured humanoid is adorned with the traditional armaments of its culture. In its right hand is a spear over ten feet long, and in its left it wears a heavy bronze shield emblazoned with a lambda. Years of harsh training have turned even this lowly rank-and-file hoplite in to a fearsome warrior, every bit as unyielding as the shield they carry. Instinct: To win at all costs.
- Push the battle lines forward.
- Form up a Phalanx.
- Unsheathe a sword.
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Ludo Solitary, Large Slam (w[2d10] damage) 20 HP 2 armor Reach A gentle giant with long, reddish-brown fur, small horns, and a flat face. Ludo does not like violence, but can keep itself safe from others. If approached in the right way, it can be friendly - but be careful if you plan to threaten it. Instinct: To be left alone
- Sing to the rocks
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Hungry Cloud Horde, Tiny, Stealthy Devour (d8-2 damage) 3 HP 0 armor Hand, Ignores Armor Special Qualities: Central hive mind Like gnats, these creatures are small, can fly, and tend to form clouds. Unlike gnats, these creatures have a central intelligence and teeth meant to tear at flesh. If you find yourself in a moving shadow or cloud, you better hope you have something to keep the smallest of things from your skin. Instinct: To devour
- Devour living things
- Imitate a creature by grouping together
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Swamp Witch Solitary, Divine, Magical, Organized, Intelligent, Hoarder, Terrifying lightning strike. from ring. (b[2d10+2] damage) 20 HP 4 armor Close, Ignores Armor, Far Special Qualities: Horrifc scream, Resistant to fire, Able to breath under waters, Regenarate it self. , From living in the swamp waters it's skin has turned black and tough skinny to the bone it's a cannibal that eats it's victims. . , Magic user A swamp Witch a horrific old witch who has magically kept her self alive thru the use of dark magic. It's decaying body is skinny to the bone, her skin has turned black, rubbery slick and wet, it has a Magical shield that protects it form edge blunt and magical attacks.If she looses the magic spell, It's tough skin provides protection from edge attacks. It's Cold wet skin provides resistance to fire while holy fire due to it's divine nature will affected. If it feels that its trapped it will raise an army of drowned victims that obey her an will defend her an try to grab, hold an drown trespassers. These drowned will also fight with weapons to defeat a foe and drown it in the hope that the new victim will take its place and be release from its curse. The older the witch the more treasure, relics, weapons, and magical items it has. Instinct: To drowns people and creatures that travel thru her area. Take valuables from it's victims . protect her tresure which includes magical artifacts.
- raiser the dead victims she has drown. The dead grab the victime and pull them down,
- Eats magical items to keep it's self alive.
- collects Snail eggs to dry and use as an acid weapon
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Loup-Garou Group, Terrifying Ripping and tearing (d10+4 damage 1 piercing) 16 HP 2 armor Close, Forceful, Messy Special Qualities: Vulnerable to silver, The loup-Garou is a werewolf in the same way a lion is a house cat. It is more relentless and evil than any common werewolf. For many, the loup-Garou is the last thing they see, and the sound of their organs being ripped out is the last thing they hear. Instinct: To eat
- Hunt humanoids
- Stalk prey
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Androphis Group, Stealthy, Magical, Organized, Intelligent, Hoarder Sickle-sword (khopesh) (d10 damage) 6 HP 1 armor Close When the forefathers of men still crawled upon tree limbs, the andropheis (plural; singular androphis) walked amongst the thunder-lizards. The ancient rulers, the Serpent People, cold and proud and wise in wizardry, strong in sorcery. But Time brings all things low, and in their turn they crawled into the dark depths, driven below by the rise of the elves and dwarves and men above. Yet they did not perish, nor forget their past, and still they plot to reclaim the world under the sun. Andropheis can cloak their forms with illusions, or reveal their true faces to hypnotize foes with their unblinking gaze. Once they strike, the hypnosis is broken… but often so is their foe. Instinct: To reconquer the earth
- Hypnotize prey with its gaze
- Conceal its nature with illusions
- Strike with ancient sorceries
- Sibilantly summon the serpent-men
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plague guards Group, Small, Divine, Intelligent, Hoarder plague flails (b[2d8+4] damage) 10 HP 1 armor Close, Reach Instinct: fear and pain, and see that they will be left alone.
- sever there lord