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The Red Fox Solitary, Stealthy, Intelligent, Hoarder Throwing Daggers (b[2d10+2] damage 1 piercing) 12 HP 1 armor Close, Near More myth than man, the Red Fox is a moniker used only by the best thieves in the business... or by some up and comer who wants to spit on the rules. Instinct: steals the shiny things
- steal from the best
- Smoke Cloud Bombs
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Zombie Juggernaut Solitary, Huge, Magical, Divine, Devious, Construct, Terrifying Stomp into the ground (d8+7 damage 2 piercing) 30 HP 4 armor Reach, Forceful, Near Special Qualities: Regenerating and Uncontrollable, Lacking Lower Jawbone, Zombies drip forth from within Created as the ultimate Guardian for a lich, the Zombie Juggernaut was too powerful to be controlled. Powered by a planar rip into a realm of the unliving it spreads zombie hordes wherever it follows and destroys everything in its path as it searches for life. The Zombie Juggernaut has two manacles with binding ruins that continue to heal it and its feet are covered in lead spikes that make it nearly impossible to push over. Instinct: To Destroy
- Crush all in it's path
- Spew forth Zombie Horde
- Heal itself of all damage while wearing manacles
- Destroy any object
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Avatar of The Eight-Handed Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Planar, Amorphous tentacle slams (d10+4 damage 1 piercing) 29 HP 5 armor Forceful, Reach, Near, Far Special Qualities: surprisingly fluid and flexible; bigger on the inside A flowing, blob-like small whale; it constantly changes size and shape like some sort of watery ooze. Thousands of tentacles flow from it's body, it has legs and claws like a crab and a shark's head. Instinct: to drown the world and bring ruin to the workings of men
- grasp or swallow
- offer freedom, at a price
- conjure fishmen or water horrors
- work to bring the eight-handed one forth
- offer secrets of the ocean
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The Skin Taker Solitary, Stealthy, Intelligent Hooked blade (b[2d12+2] damage) 16 HP 1 armor Close Special Qualities: Can feel no pain This is the Skin-Taker, legendary boogeyman of the village of Candle Cove (and its surrounds). He wears a patchwork cape made from the skins of his victims. His nose, lips and eyelids have been sliced off. He has oversized crystals in place of his eyes. He always telegraphs a kill by screaming "I'M GOING. TO GRIND. YOUR SKIN!" Instinct: To grind your skin!
- Tear your skin
- Ambush from the dark
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Minuteman Solitary, Organized, Intelligent battle axe, crossbow (1d8 damage) 6 HP 1 armor Close, Far By day, militiamen are just tradesmen plying their trade as woodcutters, blacksmiths, tailors, potters, cobblers, etc. But they are available to protect family and village when the local militia is activated. Instinct: to protect and defend
- plies their trade
- sound alarm for militia
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Village Marksman Solitary, Intelligent crossbow, throwing dagger (d6+2 damage 1 piercing) 3 HP 0 armor Thrown, Near, Far Special Qualities: Ranged Weapon Expert By day this trademan plies his trade toiling away sewing, weaving, working with wood or leather. By night, he practices relentlessly until he doesn't miss. Instinct: target the perfect shot
- plies his trade
- speed loader
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smile dog Solitary, Stealthy, Devious, Terrifying bite (d8 damage 2 piercing) 12 HP 0 armor Close Special Qualities: it has a wide disturbing grin No one knows where this creature came from or why it so closely resembles a dog but one look at this thing and it is clear it's not of this world. Looking at it or even seeing a painting/picture of it will cause its face to be burned into your mind. Seeing this thing in your dreams is enough to drive anyone insane, after 3 days of him tormenting your dreams if you haven't killed the creature or yourself he will appear as a much more horrifying and evil thing the next time you see him. Instinct: to kill
- torment dreams
- hides and hunts from the shadows
- if you look at this creature it will be in your dreams as long as its alive
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Wild Goblin Group, Small, Stealthy Crude shortspear (d6+2 damage) 6 HP 1 armor Close Special Qualities: Mandibles, sickly mutation These are goblins that have been tainted and deformed by wild magic, often taking on insectoid characteristics, the most common of which are large mandibles or glittering multi-faceted eyes. Their mottled hide is tough and leathery. They tend to live underground in small warrens, where they will often drag prey and keep them for food. Wild goblins will most often fight in pairs or triplets. One will try to engage the target while the other(s) attempt to attack from behind. Those with mandibles will sometimes latch onto their prey, limiting its movement while their partners continue the attack. Instinct: to capture and collect
- Attack prey while giving it mates a better attack
- Often ambush, work in pairs