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rat oger Group, Large, Terrifying claws, or bite, sometime armed with tail weapon (d8+4 damage) 10 HP 0 armor Forceful Special Qualities: they have vile breath and teeth looking sharp. plus the multiple scars and cuts on it. Instinct: follow order of handlers
- move heavy rock in mining, and break though. and work at cattle in a waay
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The Cursed Death Knight Solitary, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous The Fang of Night (2d10+4 damage 2 piercing) 30 HP 6 armor Close, Forceful Special Qualities: Headless, rotting corpse The party has made some powerful enemies, which have worked together to create a horrible, twisted champion for their cause. Created from the corpse of their first victim, animated by the collective hatred and resentment of Death and the Fang of Night, and given control of the 23rd Legion by the Divine Emperor, there is nothing that can stop the Cursed Death Knight from getting its revenge against its killers. Instinct: to destroy the party
- Stab with the Fang of Night
- Collect the souls of those it slays
- That is not dead which can eternal lie
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Archfiend Megacyma Solitary, Divine, Magical, Intelligent, Hoarder, Planar Spear, Teeth, Tail, Metamorphosis (b[2d12+2] damage 2 piercing) 20 HP 12 armor Close, Ignores Armor, Far An Immortal doppelganger, who's ready to flush up a party, however this is no common enemy. It usually transforms into an attractive male or female individual attracting up a party or character, but when discovered as an immortal, it strikes the party, player or enemy. When the immortal is defeated, it discovers any player and rewards him/her with full vitality but it must D10 must roll a 30-50 to heal 4 Hp, 90-10 to fully heal character HP, Arcane, Status or That can be used to revive a fallen party from short to greater distances. Instinct: Surveying the enemy
- Tsunami
- Metamorphosis/Serpant
- Aqua manipulation
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Goblin Bomber Group, Small Kamikaze (b[2d8+2] damage) 6 HP 0 armor Close, Ignores Armor, Near Not just a typical goblin, this creature has had the intellect and spirit bred out of it. It knows nothing but to seek maximum destruction in the form of a slew of alchemical explosives it wears all over its body. Instinct: Big Boom
- Reckless Charge
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Thought Snatcher Horde, Tiny, Divine, Devious, Organized, Intelligent, Construct, Amorphous Ink-Claw (d6 damage) 10 HP 3 armor Hand Special Qualities: Servant of forbitten Knowledge These black Birds fly in Huge Hordes in Service of Idoch the perverted God of Knowledge to seek out Information for him and his other Servants. They are made out of Paper and black Ink and look like a mixture between a bird and a spider. When they fly over their enemys they steal their thoughts which stay in their Spiderlegs as a glowing orb of light. Instinct: Collect Knowledge
- Seek worthy information
- Steal a thought
- Call more Thought Snatcher
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Cave Wretch Horde, Small, Stealthy, Devious, Organized, Hoarder Poisonous claws (d4 damage) 3 HP 0 armor Close Special Qualities: Huge ears, uncanny hearing A strange, degenrate descendant of the goblin that even goblins disown, the Wretch lives in abandoned dvergarholms in huge communities. Preying on hapless adventurers for their flesh and posessions, the Wretch has developed the ability to not only hear from a great distance, but parrot the voices of the mortal races in order to lure them into ambushes. Barely smarter than an ape but very dangerous, the Wretch is not to be trifled with. Instinct: to cling to survival
- Ambush the unwary
- Mimic the voices of the living
- Follow the sounds of its victims
- Overwhelm the foe with numbers
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Necro Opus Group, Large, Stealthy, Magical, Intelligent, Construct Venemous bite (d8+4 damage 1 piercing) 14 HP 2 armor Forceful Special Qualities: Spread corpse blight where it goes The ultimate creation of a mad necromancer, the Necro Opus is a stitched together monstrosity of hydra, dragon and other reptiles. Five known pairs exist, and its rarity is a blessing. It smashes through any obstacle - natural, man-made or otherwise - in its travels across the world, looking for habitats to fester in before it exhausts the resources or tires of the sport. It is terrifyingly smart, cunning and ruthless, and should not be approached without an army or three. Instinct: to defend its home.
- Destroy what's in the way
- Lie about its intentions
- Read the minds of the weak
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Yev Horde, Stealthy, Devious, Intelligent, Cautious, Hoarder Dual Hand-Crossbows (d4 damage 2 piercing) 3 HP 4 armor Close, Reach, Near, Far Yev doesn't take kindly to being lied to or double-crossed. When his livelihood is threatened, he will hunt the perpetrator down and put an end to them. His associates are loyal and paid well. Instinct: To outsmart
- Quiet those who threaten his well-being
- Makes false promises to gain trust
- Travels with loyal, well-paid associates
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Lizardman Champion Solitary, Divine, Intelligent, Cautious spear (b[2d12+2] damage 1 piercing) 14 HP 5 armor Close, Reach, Near The lizardman champion is chosen amongst its peoples. Paragons of their ideals and virtues, they fight for the glory of their gods with uncanny zeal and reptilian agility. Instinct: to conquer
- Battle for its old gods' glory
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Lacquer Head Solitary, Small, Magical, Devious, Hoarder, Amorphous Psychedelic Gas (d8 damage) 19 HP 2 armor Close, Ignores Armor "Keep on sniffin till your brain goes pop!" - Primus. Legends say a young mine worker came upon a buried pocket of demonic fumes. After going insane, he mutated into a psychogenic gas cloud capable of infecting others with choking insanity. None know if Laquer Head can be killed, but if you can fight off his astral form, you may get some treasure! Instinct: Dissolve victims into itself
- Astral Slam
- Astral Fugue
- Cause Confusion