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
| Dreamlord Anzagar | Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Construct, Amorphous | |
| Dreamlash (d10+3 damage 1 piercing) | 29 HP | 6 armor |
| Ignores Armor, Near | ||
| Special Qualities: The Censer is its true body; so long as the censer exists, it cannot truly die;, As it was born from absorbing others, it may be wounded by separating them; | ||
Al-Qabus. High Yawatim. Anzagar. Shay al-Qawm. Hulum. It has many names, for it tastes the dreams of mortal and noble-genie alike. Sustained for over a thousand years on the spirits of the few who could not escape the Sky-Palace, its true goal is simple: Become fully real, and escape with its Dream-Censer, to found its own court where dream and reality blur until they cannot be separated. But it needs power. The King and Queen it consumed simply gave it the ability to manifest on its own; it must merge with a being of sufficient power to truly live. And now it has a captive noble genie...and will do anything to secure its position, tell any lie, kill any opponent, despoil any place necessary to succeed. Anzagar may not be of genie blood, but it has a genie's ambition...and none of the restraint. Instinct: To absorb minds and power
- Weave dreams into deceptions and deceptions into dreams
- Stealing thought, memory, and dream to disguise itself
- Illusions and consumption are its magic
- Every strike can steal memories--or implant them
- It can see the true natures of things and glimpse past and future
| Adult Myconid | Horde, Organized | |
| Stunning spores (d6 damage) | 3 HP | 1 armor |
| Close, Ignores Armor, Near | ||
| Special Qualities: Spores | ||
Basically a humanoid sized ambulatory fungus. It walks on two legs and has arms. The cap is the head. They are not violent and do not look for trouble, just wanting to be left alone. They use spores both to communicate and to stun attackers. They can also hack and slash with their arms. Instinct: Nothing, it wants a peaceful existence. Sometimes there is a conflict for resources.
- Rapport spores: It casts spores into the air, anything that is not an undead, a construct or an elemental can communicate with them telepathically.
- It uses telepathy to communicate with others.
| IG-11 | Solitary, Cautious, Amorphous | |
| Colpi a profusione (b[2d10+2] damage) | 15 HP | 5 armor |
| Close, Forceful, Far | ||
Instinct: Programmazione
- Sparare in cerchio