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Ultra-Oblex Solitary, Large, Magical, Intelligent, Hoarder, Planar, Amorphous Psionic blast (d10 damage 1 piercing) 27 HP 7 armor Reach, Ignores Armor, Far Special Qualities: Use empty clone bodies to sustain itself This is no mere elder oblex--though it is likely to have started as one. Somehow, the Cult of the Burning Eye have discovered a way to technologically support an oblex even though it has consumed an enormous quantity of memories. Hundreds, perhaps thousands of individuals have been drained by it, and without magitech aid, it would surely collapse into self-destructive insanity very quickly. Its bond to Zuheyra, the leader of the so-called "Flameseekers," further stabilizes its form and allows it to see and hear far beyond the limits of an ordinary oblex. Destroying it will be tricky, but it seems to retain the ordinary oblex's weakness to fire... Instinct: To absorb all minds
- Subsume minds into its menagerie
- Psy-spells of illusion and mind-manipulation
- Able to bend the rules of space
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Oblex simulacrum Solitary, Stealthy, Devious, Intelligent, Planar, Amorphous Pseudopod slap (d6 damage 1 piercing) 19 HP 2 armor Close An advanced oblex has the ability to generate copies of individuals it has brain-drained into itself. Apart from a near-invisible, narrow trail of slime linking it back to the oblex, these spawned simulacra are indistinguishable from the original victim--unless they reveal themselves, usually by attacking. Destroying a spawn does not directly harm the generating oblex, but may cause it to lose some of the memories associated with that person. Normally, they are not meant for attacking unless they corner an unsuspecting target; the simulacra are more often used to tempt new victims into the actual oblex's clutches. Instinct: To steal memories
- Imitate and infiltrate
- Shapeshift to imitate someone whose memory has been stolen
- Each strike can invade the mind
- Feed energy back to the Elder Oblex
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Nyraala golem Solitary, Large, Magical, Divine, Construct, Terrifying, Amorphous Lashing tentacle-suckers (b[2d10+4] damage 1 piercing) 29 HP 5 armor Forceful, Reach Special Qualities: , Can disguise itself as a bizarre patch of fungus, Stench of death and decay The nyraala golem is the mind-flayer's ideal servant: totally obedient, easily replaced, extremely strong, and covered in tentacles. Unlike the brain golem that is more commonly-associated with the tentacular ones, the nyraala does not require any tissue from an elder brain. In fact, it can be assembled merely from fresh corpses and an alchemically-treated fungal mat. Sapient corpses make the best nyraala golems, but in a pinch, anything with sufficient musculature will do. Due to the semi-fungal nature of the nyraala, it can disguise itself as a thick patch of nondescript fungus coating a sufficiently large area of wall, ceiling, or floor. This same fungal-flesh hybridization also permits it to heal from injuries with unnatural speed. It also stinks horrifically. Worse than the dead flesh which made it. Pray that you never have to smell one yourself. Finally, its grasping tentacles have suckers covered in tiny teeth, which both strengthen its blows and permit it the chance to disarm its enemies. Instinct: To destroy intruders
- Stand guard over places
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Flare-eater slime Group, Magical, Stealthy, Devious, Intelligent, Amorphous Corrosive touch (d6 damage) 17 HP 7 armor Close, Ignores Armor Special Qualities: Duplicates if exposed to bright light The ignoble flare-eater, bane of adventurers in the Down-Below everywhere, but prize to alchemists and mages the world over. Do you see how it ripples and glides across the interior of this magically-resilient glass? It can move quicker than the eye can follow across cavern surfaces as well. Unlike its more common cousin, the green slime, flare-eaters feed on and grow stronger from fire and light. This is precisely what makes them valuable to practitioners of the magical arts, however--their flesh, if distilled properly, forms an excellent basis for a variety of potions dependent on fire. For the love of Gods, don't OPEN--! Instinct: Consume light
- Move with lightning speed
- Cling to ceilings
- Dissolves metal, flesh and bone--anything
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Double Cat-taur Horde, Tiny teeth and claws (d4 damage) 3 HP 0 armor Hand this is that photo of the cat sitting behind a mirror that looks like it has two back ends. A small cat-taur, with two sets of front legs (stacked vertically) and two sets of back legs (branching part at the shoulder to create two distinct back-ends.) They organize in loose colonies, much like regular cats do. most colonies will likely scatter or tolerate your presence. sometimes, though, you'll run into a particularly ornery group... Instinct: survive
- Scratch
- bite
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Unthinkable Shining Horror Solitary, Large, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Planar, Terrifying Golden and immaculate myriad arms (b[2d10+2] damage 3 piercing) 18 HP 7 armor Special Qualities: Aura of Overwhelming Despair and Penitence The Shining Horrors are but lesser servants newly forged by their patron's machinations, it is said. Somewhere out there lurk those that lord over even them, and whose power and focus is expressed even more so - the horrifying golden radiance that bleaches out all thought and notion, leaving no able to resist their predations. However surely these are just tales told to boost the might of the Shining Horrors... right? Surely something like this can't truly exist... but if it did, what possible source of the divine was corrupted to bring forth this? Did something happen in the heavens? Instinct: To advance the agenda for their mistress
- Blaze with searing, bleaching incandescence
- Sear away the ability to do anything but behold you
- Summon other agents of your mistress in a burst of golden light
- Turn things to gold (quickly or slowly) with a contemptuous scowl
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Dune Mimic Solitary, Huge Whipping tendrils (d10+5 damage) 20 HP 1 armor Reach, Forceful Special Qualities: Shapeshifting The Dune Mimics of Ahmaradis; massive, terrifying creatures that slumber beneath the sand, utterly imperceptible to the mortal eye. Only centuries of oral tradition have kept alive the knowledge of these creatures' whereabouts, such that travelers may avoid falling prey to their endless hunger. Instinct: To lie in wait
- Disguise itself perfectly beneath the sand
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Rogue Parasaur Solitary, Huge Trumpet blast (d10+5 damage) 20 HP 1 armor Reach, Forceful Special Qualities: Semi-aquatic, and has a loud trumpet that can deafen predators A large herbivorous dinosaur. These animals usually tavel in herds, but some males may go rogue and attack herd members before being driven away. Rogue individuals are extremely territorial and will attack unprovoked if it believes you are entering its territory. Parasaurs dont have any natural weapons but for their bulk and their nasal trumpet, which they use at short range to deafen and injure predators. Instinct: Territorial
- Sonic Blast
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Troodon Group, Small, Stealthy Teeth (d8 damage) 6 HP 0 armor Close A small carnivorous dinosaur. They travel in small gangs and behave much like jackals. They can see in the dark and will often try to steal food from unwary hunters. Instinct: To Eat
- They can gang up and surround attackers
- They can jump up and grapple foes with their toe-claws
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Moor Vulture Group Talons (d8 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Flying A large predatory buzzard that swoops down and attacks any prey that it runs across. These birds are large enough to take on unsuspecting humans, and can even carry away children with ease. Instinct: To Eat
- Swoop