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The Thing in the Well Solitary, Large, Stealthy Dark Tentacles (w[2d12] damage) 16 HP 1 armor Reach, Near "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour
- Politely collect tribute
- Leverage townspeople through secrets
- Purify water
- Hide in darkened waters
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Banshee Solitary, Magical, Intelligent Scream (d10 damage) 16 HP 0 Armor Near Special Qualities: Insubstantial Come away from an encounter with one of these vengeful spirits merely deaf and count yourself lucky for the rest of your peaceful, silent days. Often mistaken at first glance for a ghost or wandering spirit, the banshee reveals a far more deadly talent for sonic assault when angered. And her anger comes easy. A victim of betrayal (often by a loved one) the banshee makes known her displeasure with a roar or scream that can putrefy flesh and rend the senses. If you can help her get her vengeance, they say she might grant rewards. Whether the affection of a spurned spirit is a thing you’d want, well, that’s another question. Instinct: To get revenge
- Drown out all other sound with a ceaseless scream
- Unleash a skull-splitting noise
- Disappear into the mists
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The Fire Mage Solitary, Magical, Intelligent, Hoarder Fire (b[2d10] damage) 12 HP 4 armor Close, Ignores Armor, Far The mage wore darkened robes, his large pointed hat slanted on the crown of his head as he turns towards the intruders. A crazed smirk passes over his lips as flames encompass him, setting blaze to nearby flammable objects. Only the maniacal laughter can be made out through the hellfire. Instinct: Destruction and Control
- Fire: uses fire spells to isolate and burn enemies.
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Fire Elemental Solitary, Large, Magical, Planar, Construct, Amorphous Fire (b[2d12] damage) 19 HP 5 armor Ignores Armor, Far Special Qualities: Empowering Flames: +d2, Master's Call: The magical bonds cause the elemental to do whatever its master commands. The flame rises from the ashes, blazing to life from his master's summoning. As they command, a phrase that is unspoken as it grows into triple the size of the intruders, ferocious fire licking at the setting around him, feeding off of the fuel offered to him. It hadn't eyes, nor mouth, but two large whips of arms flicking out of the body, ravaging flames ready to attack. Instinct: to burn everything
- Living Flame: Everything flammable is victim now.
- From the Elemental Planes: The fire elemental has been bonded by a master but wishes to return to its world.
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Greater Fire Elemental Solitary, Huge, Magical, Planar, Amorphous Flame Jet (b[2d12+5] damage) 27 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Requires Fuel and Air to Survive, Water Causes 1d6 Damage & Ignores armor A greater fire elemental appears as a very large sheet of flame, roughly humanoid in shape, bearing two arm-like appendages. The only facial features noticeable on a greater fire elemental are its eyes, which glow an intense, bright red. Though they are incapable of speech, greater fire elementals are able to make sounds similar to the hisses and crackles of a large fire, they can use their intense heat to also draw and funnel the wind creating a loud howling noise. Greater fire elementals can form a great flame that resembles a whip that they strike at distant enemies. The whip is also used to slam into the floor creating a temporary river of molten rock. Greater fire elementals tend to survive only as long as there is fuel to feed their insatiable appetites, once the fuel is gone, the fire elemental will die leaving only a pool of hardening obsidian as the only evidence of it's existence. Instinct: To Burn Everything it Can
- Flame Whip
- Create Magma Rivers
- Commune with fire
- Engulf Target
- Melt Weapons and Armor
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Sewer Monkey Horde, Small, Devious Tooth and Claw (d8 damage) 3 HP 0 armor Close After escaping from a visiting circus many years ago, these monkeys have somehow learned to live and thrive in the city bowels. Fur bleached white from strange chemicals, they are small, mean, and sharp toothed. Many larger animals have learned the hard way that it's best avoid their territory and stay out of their path. Instinct: To defend territory
- Overpower through numbers
- Infect wounds