Popular Monsters
| 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
| Clockwork Defender | Group, Large, Organized, Construct | |
| Crushing blows from metal limbs (d8+2 damage) | 12 HP | 3 armor |
| Forceful | ||
| Special Qualities: Metal, Clockwork, Well-hidden weak spot | ||
"The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"
Instinct: Destroy all Intruders! *click* Defend the domain!
- Display immense and uncaring strength
- Soldier on, ignoring all damage until the last
- Reveal a hidden function from the depths of its gearworks
| Otyugh | Solitary, Large | |
| Tentacles (d10+3 damage) | 20 HP | 1 Armor |
| Close, Reach, Forceful | ||
| Special Qualities: Filth Fever | ||
The mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Get too close, however, and you’ll have one of its barbed tentacles dragging you into that soggy, razor-toothed maw. If you get away with your life, best get to a doctor, or your victory may be short lived. Instinct: To befoul
- Infect someone with filth fever
- Fling someone or something
| The Shadows That Melt Flesh | Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous | |
| Millions of tiny bites (b[2d6-2] damage) | 6 HP | 1 armor |
| Hand, Ignores Armor | ||
| Special Qualities: Completely intangible swarms | ||
Each individual shadow is actually a swarm of tiny, dust-sized demons. No one is quite sure where they come from, or how to kill them, but it is known that children of every species on every plane of existence know to fear the darkness . . . Instinct: To spread
- Devour flesh
- Impersonate voices
- Absorb knowledge from those it kills
| Fire Beetle | Horde, Small | |
| Flames (d6 damage ignores armor) | 3 HP | 3 Armor |
| Near | ||
| Special Qualities: Full of flames | ||
Scarabaeus pyractomena! What a delightful creature—see how its carapace glitters in the light of our torches? Not too close now, they’re temperamental, you see. The fire in their belly isn’t just metaphorical, no. Watch as I goad the beast. Aha! A spout of flame! Unexpected, isn’t it? One of these creatures alone, if it comes up from below, can be a hellish nuisance to a farmstead or village. A whole swarm? There’s a reason they call it a conflagration of fire beetles. Instinct: To enflame
- Undermine the ground
- Burst from the earth
- Spray forth flames
Recent Monsters
| Puppeteer | Solitary, Tiny, Magical, Devious, Intelligent | |
| Spirit Slice (2d8-2) damage | 12 HP | 4 armor |
| Hand, Far | ||
A small jester figurine containing a fiendish spirit of malace. It seeks to control living creatures to do its violent bidding. It feeds off the malace and suffering of those nearby. Instinct: To feed of the malace of others by controlling nearby living creatures and causing havoc with their actions.
- Malace Marionette - On each of the puppeteers turn, it can control up to 3 people affected by Spirit Strings.
- Spirit Strings - When a living creature is nearby, the puppeteer can attempt to wrap its spirit strings around the living creature. Roll +Wis (-Wis of the target), on a 10+, the puppeteer has control over the living creature for 1 round. On a 7-9, the puppeteer can give an order to the living creature. If the order is an attack on another living creature, the living creature can roll +WIS to resist fulfilling the order. On a 6 or lower, the living creature is immune to spirit strings for 2 rounds. If a creature takes damage, the spirit strings are broken and the creature is immune to spirit strings for 1 round.
- Consume Malace - Half of the damage done to living creatures within eyeshot of the puppeteer is transfered to healing the puppeteer.
| Vy-Dalak | Solitary, Intelligent, Planar, Terrifying | |
| d12 | 24 | 4 armor |
| close, ignores armor | ||
| Special Qualities: Aura of despair, partially immaterial, cannot truly die when connected to the void | ||
The Vy-Dalak willingly surrendered themselves to the Void long ago. What remains is something halfway between prophet, corpse, and living portal. Their bodies are wrapped in blackened ceremonial cloth and fractured armor etched with impossible symbols that seem to move when unobserved. A Vy-Dalak does not rush into battle. It arrives slowly, confidently, already certain of the outcome. The air grows colder near it. Sounds become muffled. Even brave warriors feel their courage begin to rot. Anyone who first stands before a Vy-Dalak and does not immediately flee or steel themselves should feel overwhelming dread. Even seasoned warriors instinctively know this thing is wrong. For those who have not prepared themselves against it, any encounter with a Vy-Dalak will leave them confused for at least a day (~1d4). Instinct: To corrupt, consume, and open the way for the Void
- Extinguish all non-magical light
- Corrupt a living creature into a Vy-Atharo
- Phase through walls or weapons like smoke
| Vy-Atharo | Group, Divine, Intelligent, Terrifying | |
| void-touched dagger (1d8+2 damage 1 piercing) | 12 HP | 2 armor |
| Close | ||
| Special Qualities: Inky Black Skin and Deep Void Eyes | ||
Vy-Atharo are captured, void-corrupted souls of those who were captured by the Vy-Dalak. While they are unwilling, they are completely corrupted, capable of only serving their masters--both in word and in intent. Instinct: to obey its mater
| Experiment Chuha | Solitary, Intelligent, Construct | |
| Strength-laden blows (d10+2 damage 1 piercing) | 20 HP | 2 armor |
| Close, Forceful | ||
| Special Qualities: Aura of chaos and blight, Overwhelming physical power | ||
With great power comes great responsibility. Many say this but few actually know what it means. When managing to gather great magical power and divine puissance, one can do many things. Creating living weapons is one of them. Experiment Chuha is one of them, although rodentine and humanoid in appearance - this appearance is not due to the experiment. Power unrelenting however, was, but unintentionally the blossoming of chaotic and blighting power that flows out of it at all times make this only a semi-successful experiment... for now. One day its creatures hope to create a way to better channel its abilities passively, and then... Instinct: To be free
- Channel chaos and blight by will alone
| Echo Spores | Group, Stealthy, Magical, Devious | |
| Steal knowledge (d4 damage) | 10 HP | 0 armor |
| Close, Ignores Armor | ||
Spores that recreate the moments of the last creature they infected. Anything that comes into contact with them has its memories erased, replaced by the spores' collective knowledge. Instinct: Repeat the past
- Possess the living
- Become incorporeal
- Grow spore - All fungi grow more quickly when they're near
- Parasitic memories