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Sea Serpent Solitary, Huge, Hoarder Tail Swipe (b[2d10+5] damage) 24 HP 1 armor Reach, Forceful, Near Special Qualities: Rime Breath (2d8, cone, cold), About the size of a bus, Double damage to objects Rime Breath: Deals Sea serpens rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed. Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships. Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own. Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty. Instinct: To defend an area
- Bite
- Tail Swipe (Half dmg, AOE)
- Constrict (Grapple)
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Araignée géante Solitaire, Grand, Furtif, Terrifiant Morsure (1d6+1 poison) 12 PV 1 armure L'araignée peut tirer une toile pour entraver un personnage. Elle se déplace facilement sur tout type de surface non glissant, y compris sur les murs ou au plafond. Si elle est sur une toile, elle peut ressentir toute vibration tierce. Instinct:
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Nezznar Solitaire, Fourbe, Intelligent, Magique, Prudent 1d6+1d6 de poison 15 PV 1 armure (magique) proche, allonge Nezznar est un magicien qui peut lancer des sorts. Instinct:
- Main du mage
- rayon de givre (1d6, courte, ralentissant)
- poigne électrique (1d8, contact, proche, avantage quand l'adversaire porte une armure metallique)
- bouclier magique (donne désavantage aux deux prochaines attaques subies)
- projectile magique (6 fléchettes de 1d4+1 dégâts
- invisibilité (rend invisible)
- suggestion (force la créature à agir mais sans aller à l'encontre de son intégrité)
- lumière dansante
- lueurs féeriques (halo de lumière contre objets et personnes, pas d'invisibilité)
- ténèbres (rend tout noir, même vision dans le noir ne fonctionne pas, lumière non magique ne fonctionne pas)
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Grizzly Bear Solitary, Large Claws (d10+4 damage 2 piercing) 16 HP 1 armor Forceful It's a brown bear. if you dont know what that is I'm sorry but its too late for you Instinct: to feast
- The Grizzly will always sniff out food nearby
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Goblin Boss Horde, Small, Stealthy, Organized, Intelligent, Hoarder Bejewled Dagger (d6+2 damage) 5 HP 2 armor Close when one of the goblins in a hoard is just a little bit bigger and smarter than the others, they will often take over the hoard, becoming a Goblin Boss. The new Boss will boss all the others around until either they die in a raid, or a bigger smarter goblin kills them and takes the spot Instinct: to hoard
- Boss the gobbos around
- Lay traps and fight dirty
- Call on minions
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Manant de taverne Groupe (d6+1 damage) 4 PV 1 armure Close Instinct: Avoir de l'argent
- Attaquer au couteau
- Prendre par derrière
- Combattre en avantage numérique
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Horned Cave Troll Solitary, Large, Hoarder Massive Fists (d12+4 damage 2 piercing) 16 HP 1 armor Forceful Special Qualities: Regeneration Slumbering within caves, these massive monoliths of muscle live to destroy anything that moves. When reared up on their clawed hind legs they stand at a staggering 9 ft tall. Even when hunched over on their massive arms, they still tower over the usual adventurer. Their horns are caked in the blood of their previous victims including the ones on their back. They decorate their bald heads with glittering gemstones they find while patrolling the depths. Their 3 glowing red eyes that peer out from the darkness are a sign to anyone they should have turned back long ago. Their flesh regenerates from any attack unless dealt with fire or acid. Instinct: To Smash
- Hurl Something or Someone
- Undo the effects of an attack (unless caused by a weakness, your call)
- Gore the weak on its horns
- Tear them limb from limb
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Boulder Mimic Solitary, Large, Stealthy, Intelligent, Cautious Boulder Arm (d10+4 damage) 16 HP 1 armor Forceful, Reach Special Qualities: Absorb surrounding stones Walking through the cavern, the group of adventurers pays no mind to the innocent pile of stone laying to the side. That is until the sound of grinding stone informs them it's too late. A large boulder split in half, supported by the uneven legs made of multiple stone. Cloistered in the center is a fleshy muscle with one large red eye. Teeth made of sharpened gemstones threaten to rend flesh from bone. It closes up and blindly charges forth to pummel and crush the pesky intruders. Instinct: Consume living flesh
- Blindly Crush the Opposition
- Disguise itself as a pile of rocks
- Throw its leg at the unsuspecting
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Boulder Mimic Solitary, Large, Stealthy, Cautious Boulder Arm (d10+4 damage) 16 HP 1 armor Forceful, Reach Special Qualities: It can hide its fleshy body within its stone Walking through the cavern, the group of adventurers pays no mind to the innocent pile of stone laying to the side. Instinct: Consume living flesh
- Blindly Crush the Opposition
- Disguise itself as a pile of rocks