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Goblin Drummers Horde, Small, Organized, Intelligent throw mallet (d4) (d6 damage) 3 HP 0 armor Close, Near Special Qualities: Adjacent Goblins get advantage. Instinct: Scream and drum until the end of the world
- Work other goblins into a frenzy
- Frenzy the horde
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Chaos Hobgolbin Group, Stealthy, Organized, Intelligent, Terrifying Sword, claw or bite, bow (b[2d8] damage) 6 HP 2 armor Close, Far Special Qualities: Twisted head and limbs Instinct: Eat Humans
- Pounce and rend flesh
- Throw a hidden dagger
- Blow the warhorn for support
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Spikers (Goblin) Horde, Small, Intelligent, Organized Spiked Armour (d6 damage) 3 HP 0 armor Close Special Qualities: Inflict damage at 15 and below Goblin clan ruled by an orb from space. Followers of a doomsday cult. Instinct: Jump on enemies, run against them
- Want to help others reach the afterlife
- Collect head trophies
- Do not fear death
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Umber Hulk (confusing aura) Solitary, Large, Stealthy Iron Claws (2d6), Mandibles (d10) 16 HP 3 armor Pierce (2 points) Special Qualities: Confusing Aura , Infrared Vision Burrowing insectoids, their iridescent chitin armour protects them, as well as confusing their prey. Confusion leads to loss of direction, apathy, and, in the worst case, memory loss. They communicate through pheromones and thus are susceptible to scents. If raised from larvae, can be used to burrow tunnels and follow simple scent-induced orders. Instinct: Dig tunnels, territorial, Find Mate
- Ambush and abduct party member
- Collapse tunnel to trap prey
- Positioned as a guardian for treasure
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Skinweaver Witch Group, Stealthy, Magical, Terrifying, Intelligent Curse of Agony (3d4 damage, no wounds) 18 HP 1 armor Any Range, Ignores Armor, Special Qualities: Casts illusion spells, bewichtes the mind, controls minions, horrifying visage, organised in a coven, immortal Only the most foul witches use the art of skinweaving to extend their own life. Such a witch is warped by the magic they wield, immortality does not protect them from ageing and thus, the older they get, the more horrid they look. At the same time, they get ever more vain, wearing "their" skin dresses as prized possessions. Revealing their true self stuns them, but also draws their uttermost hatred to the person unmasking them. Instinct: Skin people, control territory, spread fear
- Lure people into a trap, wearing another person's skin, avoid detection, eat human flesh
- Illusions, Shapechanging (by wearing other's skins), moving silently, using shortcuts and secret passages
- Curses, deceives, impairs vision, creates illusions, causes fear
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Mongrelfolk Horde, Terrifying Claws, Bite, Dagger (d6 damage) 3 HP 1 armor Close Special Qualities: 1-3: Amphibious. The mongrelfolk can breathe air and water. 4-9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet. 10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet. 11-15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell. 16-17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 18-19: Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. 20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious., Extraordinary Feature, according to the roll Instinct: to survive
- Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices.
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Izek Strazni Group, Magical, Organized, Intelligent, Terrifying Battle Axe (b[2d8+4] damage 1 piercing) 18 HP 2 armor Close, Forceful Special Qualities: Monster purple arm Instinct: Serve Vargas Vallkakovich and find his sister
- Brute. Causes 1 damage die extra whe hitting with a weapon.
- Throw Flames. Causes 1d6 damage. If the target is flammable, it ignites.
- Call the guards. 1d4 guards appear and join the battle
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Walter (Shambling Mound) Solitary, Large, Devious, Terrifying, Amorphous Slam (d8+2 damage) 27 HP 1 armor Forceful, Reach Special Qualities: No lightning damage, A blob of meat Walter was the baby of Gustav Durst and the nanny Margaret as an affair was happening. Brother to Rose and Thorn Durst, and despised by Elizabeth Durst, after a sacrifice made by Mrs. Durst it became a Shambling Mound of meat, only surviving on instinct, absorbing everything it can. Instinct: to survive
- Swallow. After grabbing something, it will be absorbed by the mound, where there is no air. Only one at a time.
- Slam. Deals 2d4 damage.