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
| Traumschmetterling | Group, Huge, Magical, Stealthy, Devious, Intelligent, Hoarder, Planar | |
| Glitzernde Strahlen (d6+3 damage) | 14 HP | 4 armor |
| Reach, Far | ||
„Der Traumschmetterling ist ein wunderbarer Anblick den Ma meiden sollte. Seine iridizierenden Flügel sind von inspirierender Schönheit doch sollte man sich in ihrem Gespinnst aus Träumen undSchlaf verfangen wird man ihren Hort wahrscheinlich nie mehr verlassen. Sie laben sich an den Träumen ihrer Opfer wie Nektar und lassen ihre Opfer mit einem simplen Geist zurück. Wer ihnen die Richtige Gabe bringt dem sollen auch übernatürliche Weisheiten zu teilwerden, doch konnte ich bisher nicht in Erfahrung bringen was das richtige Gedchenk ist.“ Instinct:
- Mit wunderschönen Träumen fesseln
- Liebe aufzwingen
- Einschläfern und entführen um die süßen Träume aufzusaugen
- Würdigen Bittstellern Wissen zuteilwerden lassen
| Fungal Men | Group, Organized, Intelligent | |
| Fists like stone (d8+4 damage) | 10 HP | 1 armor |
| Close, Forceful, Reach | ||
„Lumbering around their Territory they are usually not hostile. Get to close to their underground mycelium nest or the young once though and they will visitoulsy attack with their stone hard fists. If you watch them from a distance you can see an amazing communal atmosphere interaction between the adults and almost telepathy like communication. The local woodcutter say the once you meet in the forest are just the diaspora of an underground fungal kingdom.“ - Dungemyer Adventuring tomes Instinct: Protect heir own
- Stamped towards a fow
- Pheromon call for aid
| Mooncat | Group, Huge, Magical, Stealthy, Organized, Planar, Terrifying | |
| Ferocious Bites (b[2d8+5] damage 2 piercing) | 14 HP | 4 armor |
| Reach, Near, Far | ||
| Special Qualities: Aura of Disquiet | ||
Mooncats are a bit of a misnomer, they aren't from the moon per se - so much as they are found in places where the walls between worlds are thin. The moon being one of these places, of course. Extraplanar hunters they love to hunt from their otherworldly domain, dragging prey back into it to feast on at their leisure. No-one has been there and survived it has been said. Instinct: To feed
- Drag prey into an otherworldly space
- Warp light to become invisible
- Distort space to your advantage
- Call its fellows across time and space
- Break space in a grandiiose display
| Goose-Ghoul | Group, Small, Organized, Planar | |
| Spectral Honk (b[2d8] damage 1 piercing) | 6 HP | 1 armor |
| Close, Reach, Ignores Armor, Near | ||
| Special Qualities: Feed on Flesh | ||
Goose Ghouls are monstrous fowl who will devour flesh to protect their kingdom. They came into existence after a horrific battle several thousand years ago where their kingdom was all but destroyed by an interdimensional space worm on the hunt for Goose Juice. Haunted by this destruction, their souls became spectral ghouls, moving through time, space, and dimensions to protect their precious Goose Juice. Instinct: To defend Goose Kingdom
- Spectral Fowl
- Assemble the Gaggle
- Transcend Space-Time
| The Sommolier | Solitary, Divine, Devious, Intelligent, Cautious, Planar, Amorphous | |
| Starlight Blast (w[2d10+2] damage) | 23 HP | 7 armor |
| Close, Near, Far | ||
| Special Qualities: Crystal Structure | ||
A construct made of crystal and starlight who wants to ensure the Goose Juice is paired with the right soul. If it deems the pairing inappropriate, it's ruling will prevent the seeker from ever obtaining Goose Juice, leaving a permanent mark on their soul. Instinct: To ensure the right pairing.
- Pass Judgment
- Soul Brand
- Intergalactic Ruling