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
| Gigantic Snot Glob | Solitary, Large, Magical, Devious, Hoarder, Construct, Terrifying, Amorphous | |
| Snot Pod (w[2d6] damage) | 27 HP | 5 armor |
| Reach, Near | ||
| Special Qualities: Binding Goo, Refuse of a sickly Gigant, Looks and smells gross! | ||
The Gigantic Snot Glob was originally a byproduct of a Gigant getting sick too close to the Feywood, or quite possibly one being cursed by a Fey so that all of their sicknesses would produce animated snot. Whichever the case, now the globs roam the land in search of just enough fluid to keep rolling, and anything else they can assimilate along the way. Instinct: Assimilate moisture
- Deposit Slime
- Transmit Disease
| Rezmir | Solitary, Large, Magical | |
| (d10+3 damage) | 16 HP | 4 armor |
| Forceful | ||
Instinct:
- Équipement spécial. Rezmir possède le Masque du Dragon Noir, Hazirawn et une insigne de griffes.
- Amphibie. Rezmir peut respirer dans l’air et sous l’eau.
- Avantage obscur. Une fois par tour, Rezmir peut infliger 10 (3d6) points de dégâts supplémentaires lorsqu’elle touche avec une attaque d’arme, à condition qu’elle ait l’avantage au jet d’attaque.
- Majesté draconique. Tant qu’elle ne porte pas d’armure et qu’elle porte le Masque du Dragon Noir, Rezmir ajoute son bonus de Charisme à sa classe d’armure (déjà inclus).
- Immolation. Lorsque Rezmir est réduite à 0 point de vie, son corps se désintègre en un tas de cendres.
- Résistance légendaire (1/jour). Si Rezmir échoue à un jet de sauvegarde alors qu’elle porte le Masque du Dragon Noir, elle peut choisir de réussir à la place.
- Épée à deux mains (Hazirawn). Attaque d’arme au corps à corps : +9 au toucher, portée 1,50 m, une cible. Touché : 13 (2d6 + 6) points de dégâts tranchants plus 7 (2d6) points de dégâts nécrotiques. Si la cible est une créature, elle ne peut pas regagner de points de vie pendant 1 minute. La cible peut effectuer un jet de sauvegarde de Constitution DD 15 à la fin de chacun de ses tours ; en cas de réussite, cet effet prend fin prématurément.
- Trait caustique. Attaque de sort à distance : +8 au toucher, portée 27 m, une cible. Touché : 18 (4d8) points de dégâts d’acide.
- Souffle acide (Recharge 5–6). Rezmir souffle de l’acide sur une ligne de 9 mètres de long et de 1,50 mètre de large. Chaque créature dans la ligne doit effectuer un jet de sauvegarde de Dextérité DD 14, subissant 22 (5d8) points de dégâts d’acide en cas d’échec, ou la moitié de ces dégâts en cas de réussite.
- Rezmir peut effectuer 3 actions légendaires, en choisissant parmi les options ci-dessous. Une seule option d’action légendaire peut être utilisée à la fois, et uniquement à la fin du tour d’une autre créature. Rezmir récupère ses actions légendaires dépensées au début de son tour.
- Ténèbres (coûte 2 actions). Si elle porte le Masque du Dragon Noir, Rezmir peut effectuer jusqu’à deux actions légendaires entre chacun de ses tours, soit toutes d’un coup, soit réparties sur le round. Une action légendaire ne peut être effectuée qu’au début ou à la fin d’un tour.
- Une zone de ténèbres magiques d’un rayon de 4,50 mètres apparaît depuis un point que Rezmir peut voir dans un rayon de 18 mètres autour d’elle et s’étend en contournant les angles. Les ténèbres persistent tant que Rezmir maintient sa concentration, jusqu’à 1 minute.
- Une créature dotée de vision dans le noir ne peut pas voir à travers ces ténèbres, et aucune lumière naturelle ne peut les éclairer. Si une partie de cette zone chevauche une zone de lumière créée par un sort de niveau 2 ou inférieur, le sort produisant cette lumière est dissipé.
- Attaque. Rezmir effectue une attaque au corps à corps.
- Se cacher. Rezmir effectue l’action Se cacher.
| Kaelith Tech-Claw | Solitary, Small, Organized, Grid Access | |
| Grid-Slash (d6+2 damage) | 12 HP | 0 armor |
| Close, Reach, Ignores Armor | ||
A Kaelith who specializes in manipulating the Grid. They use their knowledge and skills to assist and strengthen allies. When needed, they form giant claws made from the grid that can slice foes with in reach. Instinct: To protect and defend the clan.
- Grid-Manipulation
- Firewall
- Grid-Call Allies
| Kaelith Warrior | Group, Intelligent | |
| Nano Claws (b[2d8] damage, hand 2 piercing) | 6 HP | 2 armor |
A warrior of the Kaelith clan in a full suit of combat armor. They work in small groups to achieve the goals of their clan, whatever that may be. They are skill warriors, highly maneuverable and athletic, and rather stealthy. Their primary weapons are their nano claws which slice through metal with ease. At range they hurl thin energy bolts like throwing weapons. Instinct: Forward the goals of their clan.
- Agile Attack
- Plasma Kunai
- Quick Distraction
| Verdant Prince | Solitary, Magical, Stealthy, Devious, Intelligent, Planar | |
| Quaterstaff (d8 damage) | 12 HP | 4 armor |
| Close, Ignores Armor, Near, Far | ||
A type of cruel Fey, the Verdant Prince is a petty tyrant and deal-maker driven only by cruelty and narcissism. Effortlessly beautiful and cunning, most Princes are practiced in appearing charming and even-handed, but will upend any bargain for maximum pain and suffering. Each Prince is connected to the season in which they are born, and so are their bargains and cruel curses. A Summer Prince may steal your inner fire; Spring may ensure all your food rots. Autumn and Winter princes are worse, with Autumn Princes laying curses of foul harvest and plague, while Winter Princes may freeze your heart solid and wear it as a jewel. Deals made with Verdant Princes are oath-bound. To break your oath sickens you and will kill you. Instinct: To strike a cruel bargain
- Shapeshift
- Reveal a cruel subclause
- Wield seasonal nature magic
- Wreak a terrible curse
- Enact a Fey law