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that thing that we cant remember what its called or what it looks like... Solitary, Tiny, Magical, Stealthy, Planar, Amorphous scratches your memories (d10-2 damage) 15 HP 5 armor Hand, Ignores Armor, Far Wait, what did that thing look like again??? kinda like a dog, or was it god... man spelling is hard. Instinct: consume moments and memories
- eat the past
- cant be hit by things moving fast
- if you feed it something that it really likes it might give you someone elses memory
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Brass dragon Solitary, Huge, Intelligent, Hoarder Sleeping gas (b[2d10+7] damage 2 piercing) 24 HP 5 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Flying, dark vision A metallic good dragon with scales of brass. Highly intelligent and gregarious, brass dragons will not let any lesser intelligent being miss the benefit of their company and great conversation. Breathes fire as a last resort; otherwise breathes a sleeping gas. Hoards knowledge and secrets. Most commonly found in the desert. Instinct: To debate
- Breathe a sleeping gas
- Breathe fire as a last resort
- Offer good company
- Patronize
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Corrupted Wolf Horde Bite (d6+2 damage) 11 HP 0 armor Close The Corrupted Wolf is a normal wolf whose mind and body have been overtaken by dark magic, allowing them uncanny and unnatural movements and motives. They are almost always under the control of some dark magician who has taken the role of leader of the pack. Instinct: to ravage
- when mortally wounded a Corrupted Wolf will howl and allert more wolves or other monsters to its aggressors location
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Clanger Soupstarved Solitary, Intelligent, Hoarder, Terrifying Claws and bites (d12+2 damage 2 piercing) 16 HP 2 armor Close Special Qualities: Uncanny Scent, Terrifying It seems that the common diet for these creatures is something enigmatically referred to as "Green Soup" or alternatively something else known as "Blue String Pudding". It is not clear what these things are, but only these creatures seem to eat them. Likely some kind of remnant diet of their former lives. However, when these creatures get too hungry, especially from lack of these peculiar foods... sometimes a terrifying transformation takes hold and they become one of the "Soupstarved", bulking up significantly, they lose a lot of their intellect but seem to let loose terrifying howls in their musical voices, and are full of a berserker rage as they try to feed on anything that might make them feel whole once more. Instinct: To feed
- Explode into action
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Clanger Musicalist Group, Small, Magical, Intelligent, Hoarder Sonically-enhanced metal shivs (d10 damage 2 piercing) 10 HP 2 armor Close, Near Despite being scavengers, clangers have some peculiar sound-based knacks. Their language is inherently musical, this is true. But a fair number of them are seemingly able to naturally or perhaps trained in being able to extract music (and moreover sound itself, although it seems music is more valuable) from their surroundings, for later storage or use in some way. If desperate, these 'musicallists' can try to shape the sounds that they've gathered on the spot in order to force out some arcane puissance. Not always a good idea, especially for them. But who knows what trick they might pull out, if threatened... Instinct: To acquire
- Harvest sound itself
- Improvise dangerous words of power on the spot
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Lesser Clanger Horde, Small, Stealthy, Organized, Intelligent, Hoarder Claws, teeth, and metal shivs (d8 damage 1 piercing) 7 HP 2 armor Close Strange, rat-like humanoids from the stars is a simple way of putting it. Technically correct but it does not describe the beauty of their language, or the ingenuity of their scavenging ways. Their scavenging ways are obvious given what they carry and the patchwork armour that they wear. Some sages maintain that they are the remnant of a star-travelling civilization that collapsed, and left its peoples scattered in remote, barren places where their foes could not find them. Now they subsist on junk that falls to their homes. Although not inherently vicious, if presented with a great enough opportunity, especially a great enough bargain they can be great allies. Instinct: To scavenge
- Unerringly find things of use or value
- Disappear in a cloud of metal scrap
- Whistle a song to call more of its tribe
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Phaerimm Chaos-Binder Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar Bolts of light, fire, and glass (b[2d10+7] damage) 30 HP 6 armor Reach, Ignores Armor, Far Special Qualities: Consuming things of magic An evil, four-armed windsock. That's the best way to describe these abominations. Cone-shaped, with a giant round mouth on the flat end. How they see anything is anyone's guess. Powerfully magical and extremely alien, phaerimm ("Fehrihmm" in the tongue of the Tarrakhuna) are unfortunately understandable only in the sense that they delight in inflicting pain and suffering on others. But we're in luck; their love of inflicting pain applies to others of their kind as much as to mortal-kin, which makes "society" very difficult for them. Few ever leave their prison deep within the under-earth, and those only with the help of others, usually binding them to service (as you can never trust their words). Instinct: To bend reality
- Twist the powers of the earth to its will
- Its magic never does only what you see
- Evocations, illusions, and compulsions
- Pain that lingers brings it joy
- The things of the underearth heed its call
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Queen Bee Horde, Huge, Magical, Cautious Poison stinger (d6+5 damage 3 piercing) 11 HP 5 armor Reach Special Qualities: Wings The Queen Bee never ventures far from her hives, but will defend them voraciously. She commands near endless swarms of bees who will gladly fight to the death and defend her with their lives, so actually approaching or hitting the Queen is very difficult. Instinct: Protect the Hive
- Command the swarm
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Grimlock Group, Intelligent Bone axe (d8+2 damage) 10 HP 1 armor Close, Forceful Special Qualities: Darksense Becoming lost in the Underdark is a fate worse than death. Descendants of such folk go blind, their skins turned to thick grey, and lose all sense of self and civilization -- they become grimlocks. Degenerated to little more than hulking barbarians, grimlocks wander the Underdark searching for for food, shelter, and clean water. While not inherently evil, grimlocks will do anything to survive -- including smashing skulls and eating corpses. Grimlocks live in loose clans and can speak a variety of languages, though their dialects are often twisted descendants of mother tongues. Instinct: Survive at any cost
- Wander the underdark
- Smash with an axe
- Beg, steal and borrow
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Ghaele Solitary, Magical, Divine, Organized, Intelligent, Hoarder, Planar Holy sword (b[2d10+2] damage) 16 HP 6 armor Close, Ignores Armor, Near, Far Knights errant of the Celestial Plane, ghaele are sent to the Mundane Plane to fulfill divine missions. More subtle than angels, ghaele seek to guide, advise, and protect mortals to defeat evil, often serving as advisors within mortal governments. Ghaele are often serious in demeanor. When angered by evil, they are fearsome and unrelenting combatants, combining swordplay with a range of divine magic. Instinct: Topple evil
- Subtly advise and help mortals
- Employ divine magic to give aid, create illusions, polymorph, heal, dispel magic, and unleash lightning
- Call on a higher power
- Divine knowledge of the celestial plane