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
| Wax Museum Horror | Group, Divine, Organized, Intelligent, Hoarder, Construct, Terrifying, Amorphous | |
| Waxy Slap (d8 damage) | 19 HP | 2 armor |
| Close | ||
| Special Qualities: Combustible, Unfaithful replica of an actor, Hideously disfigured | ||
The Waxen Museum Horror was originally designed to give the appearance of an actor, but it's a bit uncanny valley. For the most part, people can observe these from a distance, and comment on their quality, but the moment they abuse the privilege, or offend the Curator the statue awakens. Instinct: make everything sticky
- provoke unease
- Awaken Wax Friends
| Raging Bull | Solitary, Large, Divine, Cautious, Terrifying | |
| Gore (b[2d10+6] damage 3 piercing) | 22 HP | 4 armor |
| Forceful, Reach, Near | ||
| Special Qualities: Don't mess with the bull, You get the horns | ||
This bull was provoked into charging. What now? Instinct:
| Tusker | Organized, Group, Medium | |
| (d6+2 damage) | 10 HP | 2 armor |
| Sword | ||
| Special Qualities: Martial Training | ||
Orcish Bounty Hunters and Mercenaries abandoned by their culture due to war and discrimination. These battle hardened orcs survive at the edges of society making a living through bounties for their meals. No one cares for them, and they care only for themselves. They will band together in gangs and split the profits of big bounties. Instinct: Take the target. Dead or alive.
- Wait and strike
- Exploit a weakness
- Leave with the target
| Skarn, the Ashen King | Solitary, Magical, Organized, Cautious | |
| Spell and Blade (d12+2 damage 1 piercing) | 16 HP | 4 armor |
| Close, Far | ||
| Special Qualities: Fungal Body | ||
Last king of the Mycelarchs. He guards the Sporeway, protecting the souls of his people. He will do anything to resurrect their great kingdom. Instinct: Resurrect the Mycelarch
- Control the Sporeway
- Spore Weapons - Grow weapons or constructs from fungi
- Reanimate Formians
| Killer Clown | Solitary, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder, Terrifying | |
| Circus Props (w[2d8] damage) | 12 HP | 1 armor |
| Close, Ignores Armor, Near | ||
| Special Qualities: Sadistic Humor, Painted On Smile | ||
The killer clown has a very sad life, coupled with the admirable goal, that if they can't laugh, maybe they can make others laugh. It is a very sad man or woman, who might have originally meant well, but whose wishes were perverted by the whims of people who go to circuses, and the ringmasters who run them. Instinct: Make Everyone Laugh
- Acid Flower
- Handshake Buzzer
- Pie in the Eye
- Clown Car