-
Floating Eyeball Solitary, Magical, Stealthy, Intelligent, Hoarder magical ray (d10 damage 1 piercing) 12 HP 4 armor Close, Reach, Ignores Armor, Far Instinct: To spy and plot
- summon minions
- detach and hide eye stalk, watch through detached eye stalk
- fire magical ray from any eye stalk
-
Grey Dwarf Group, Large, Magical, Intelligent, Hoarder, Terrifying Mace (b[2d8+4] damage) 10 HP 3 armor Forceful, Reach, Near Special Qualities: gray skin and blank white eyes It is not known whether the gray dwarves migrated to the Caves of Infinity or if their more civilized cousins fled their brutish cousins. Tyrannical, grim, industrious and pessimistic, the lives of the gray dwarves are bleak and brutal. Rather than a flaw, however, they view their lack of happiness as their greatest strength, the defining feature of their pride. The gray dwarves saw themselves as the true paragons of dwarvish ideals compared to their weak and pampered kin, but in truth, their ways were a dark reflection of those found in normal dwarves While they do display the redeeming virtues of determination and bravery, the grays take dwarven flaws to their logical extremes. They are violent and hateful, sullen and insular, greedy and ungrateful, deeply cynical of others' motives and dutifully track and nurse every grudge, whether or not any offense was meant. Though their vices were many, the moral failings of the gray dwarves could be traced to three primary principles: bottomless greed, unceasing conflict, and rejection of emotion. Instinct: to enslave and profit
- double in size; when not enlarged stats are halved
- Invisibility, for up to an hour unless it attacks, is hit, or enlarges
-
The Man of the Gates Solitary, Magical, Stealthy, Divine, Devious, Organized, Terrifying, Amorphous Kill the wordless (d10+2 damage) 17 HP 5 armor Close, Ignores Armor, Far Special Qualities: can never remember just what the Man looks like when one looks away The Man of the Black Gates looks like a man, or at least it is called a man, and no one who has met with him has said otherwise, but no one can ever remember just what the Man looks like after they look away. The Man has aspired to power beyond his station and believes that the death of the Ancients is a means to an end for some reason. He cannot kill speakers outside his realm, and relies on contracts with resurrections to enforce his will in the material plane. Instinct: to bargain with life
- Lock one on the other side of the Gates
- Conjure images of loved ones' last moments and hide among them
- Master of Reality in his Realm
- It can kill non speakers at will
- Summon Contracts to fight for him.
-
The Gorbachungus Solitary, Magical, Stealthy, Intelligent, Terrifying Psychic Scream d8 (d10 damage) 12 HP 4 armor Close, Ignores Armor, Far Special Qualities: Pale translucent skin with red pulsing organs beneath A human sized albino rabbit with jagged fangs and tattered claws. It has no fur and its skin is pale and puckered. Its voice, when it speaks, sounds like its coming from the center of your skull and is calm and resonant. Instinct: To retake the surface
- Melt their psyche
- Vanish
- Make them relive childhood nightmares
-
Corrupted Octopus Solitary, Large Grapple with tentacles, bite with beak (d10 damage 1 piercing) 16 HP 0 armor Reach, Near The corrupted octopus lives in red ponds within the blight woods. It lays in wait below the surface for unsuspecting creatures to approach the water's edge. When given the opportunity it will grapple creatures with its many long and powerful tentacles. It drowns its victims before devouring them with its beak. Instinct: To drown and devour
- Drown creatures that come too close
-
Welcomewood Spelunker Group, Stealthy, Organized, Intelligent, Cautious, Hoarder Shortsword (d8 damage) 6 HP 2 armor Close Plenty of scoundrels aren't happy enough hunting or chopping wood. They leave Welcomewood in search of riches to change their lives. Instinct: to loot
- skulk around danger
- use a gadget from adventuring gear
- quietly signal to its group
-
Mold Zombie Horde, Devious Slam (d4 damage) 11 HP 0 armor Close, Reach Special Qualities: Death burst of spores! The Mold can seep into cadavers and rise them as mobile servants of its will. It uses them as either spread vectors or its arms and ears in the world. Instinct: to infect
- Spread toxic spores
- Seed the target with mold
-
Ghost Wasp Group, Terrifying Mandibles (d8+2 damage) 6 HP 1 armor Close Special Qualities: Strong sense of smell, Translucent skin, vestigial wings Ghost Wasps, named so for their translucent skin, are a distant cousin of wasps which live exclusively underground. Their strong sense of smell allows them to find sources of food at great distances. They'll usually feed on roots of trees, but some have been known to bust into cellars. Instinct: to feed
- Burrow tunnels
-
Sunforged Idol Solitary, Large, Divine, Construct, Amorphous Stomp (d10+4 damage) 27 HP 4 armor Forceful, Near Special Qualities: Immune to flames, Slow and heavy The Krill imbued stone idols with echoes of their gods. Sunforged idols were their vanguard against the spreading mold. Alas, the constructs outlived their inventors and now remain dormant in the catacombs. It has two armor for each stone shield at its arm. Instinct: to destroy intruders
- Disgorge flames
-
Soulblight Centimanos Solitary, Huge, Magical, Stealthy, Planar, Terrifying Vast mandibles and claws (d10+5 damage 3 piercing) 20 HP 4 armor Reach Special Qualities: Terrifying presence What hell-dimension would spawn such a creature? Pray to never find out. Centipedes of all things... Instinct: To feed
- Drain away life with but a touch
- Retreat into the astral
- Feed on magic
- Tap into its latent powers to perform impossible feats