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
| Doppelganger | Solitary, Magical, Stealthy, Devious, Terrifying, Amorphous | |
| Vein Whip (d8 damage) | 23 HP | 5 armor |
| Close, Reach, Near | ||
| Special Qualities: Stay your blade- on a failed CHA check, it takes on the form of a loved one to make it's enemies hesitate | ||
An assassin born of profane magic and alchemy. Its body can change to match the shape of its prey. It spreads fear and paranoia everywhere it goes. Instinct: Murder and sabotage
- Imitation- The doppelganger can become anyone that it kills
- Mimic Sound- The creature can mimic any sound it hears, projecting it over a large distance.
- Empathic- it can sense the emotions of others
| Corpse Flower | Solitary, Large, Terrifying, Hoarder | |
| Bludgeon with sickening tentacle (d10 damage) | 20 HP | 0 armor |
| Ignores Armor, Near | ||
| Special Qualities: Tentacles, Deadly breath | ||
A giant flower sprung from a seed atop a necromancer's grave. Once grown to the size of a horse, it uses its tentacles to quickly scavenge dead corpses. It mangles them together to later consume to heal and draw strength from. Instinct: To gather and eat corpses
- Consume the vitality of carrion
- Ensnare and hold
- Climb like a spider
| Argent Rhinocerine Juggernaut | Group, Large, Magical, Divine | |
| Silvery horn-bound weapons (d8+6 damage 3 piercing) | 16 HP | 4 armor |
| Forceful, Reach | ||
| Special Qualities: Magic Resistance | ||
When you have loyal gigantic rhinos, what better than to armour them up even further and graft weapons to them and enchant them? Why not indeed! Instinct: To obey
- Trample and destroy
| Lunatic Argentank | Solitary, Large, Magical, Divine, Intelligent, Cautious, Construct, Amorphous | |
| Myriad technomagical weaponry (b[2d10+4] damage 3 piercing) | 25 HP | 8 armor |
| Reach, Near, Far | ||
| Special Qualities: Body of Moonsilver, Godminded, Seleno-resonant auto-destructing | ||
One of the more potent servants of a lunar cult that shouldn't have been allowed to prosper for so long, and yet they had. A body wrought of marvelous materials clads this rail-riding automaton, with a mind made from the splintered divine essence of lunar gods giving it keen autonomous abilities. Combined together these make it a profound threat, worse, because of the flexible nature of the moonsilver that makes up its being its armaments are polymorphous: One minute it might be unleashing a hail of silvery fléchettes, next it unleashes gouts of silver-laced steam or blasts of silvery light that chill the soul, or worse even more creative things. As long as its inventions have some kind of military application at least. Its primary weakness is its limited mobility, but if its power were to be applied in a more creative sense... even that might be overcome. Instinct: To obey
- Harry foes with silver-laced artillery
- Unleash militarily-focused divine magic with vicious aplomb
| Guardian Trees | Horde, Huge, Magical, Devious, Organized, Cautious, Hoarder, Amorphous | |
| Immobilize and piercing thorn (d4+3 damage 1 piercing) | 22 HP | 6 armor |
| Reach, Ignores Armor, Far | ||
Instinct: Protect the forest
- Put people to sleep
- Cast sleep
- Cause debility
- It is a forest!