-
Amphithere Solitary, Large Bite (d10+2 damage) 16 HP 1 armor Special Qualities: Feathery Wings One of the largest known species of draconid, the feathered Amphithere is the most fearsome predator in Umral. Primarily inhabiting the coastlines, they build their nests in natural sea caves or rocky outcroppings and defend them viciously. Lacking any limbs besides great feathery wings, the Amphithere catches its prey by swooping down to the water and snatching up fish with its toothy maw. However, when the hatchlings are hungry and fish are scarce, some may seek sustenance further inland, picking off anything unlucky enough to be within grasping range of its long, prehensile tail. Instinct: To hunt
- Pick something up with its tail
-
Shambling Mound Solitary, Huge, Divine, Devious, Amorphous Club (d6 damage) 23 HP 2 armor Reach, Forceful Appearing as a heap of rotting vegetation, the shambler is actually and intelligent form of vegetable life. It is generally from 6' to 9' in height, with a girth of about 6' at its base and 2' at its summit. Instinct: Feed on living material
- Grab
- Engulf
- Suffucate
-
Uth-lar the Bladebearer Group, Organized Dual blades (b[2d6+1] damage) 6 HP 3 armor Close Special Qualities: Goblin Instinct: ”You! You dare fight me?”
- Clashes blades together and calls out individual opponents.
-
Zarr, Doom Hand Cleric Group, Magical, Organized, Intelligent Inflict Wounds (d8 damage) 6 HP 2 armor Close, Ignores Armor Special Qualities: Cleric of Tiamat, Hobgoblin Instinct: Harangue with threats of doom, pain, despair, and death.
- Bolster hobgoblin morale
- Cast spells of destruction & trickery
- Summon a hell hound
-
-
-
-
-
Lynel Solitary, Large, Intelligent, Cautious Sword & Shield (b[2d10+4] damage) 20 HP 3 armor Forceful, Near, Far These fearsome monsters have lived in Hyrule since ancient times. They possess intense intelligence, resilience, and strength, making them among the most dangerous monsters in all the land. This is compounded by the fact that they have a natural resistance to all elements. You would be wise to challenge a Lynel only if you're very well prepared. Instinct: To roam and conquer
- Fire arrows laced with electricity
-
The Necromancer Solitary, Magical, Intelligent Deadly Gaze (d10 damage) 18 HP 0 armor Close, Reach, Ignores Armor, Far The Necromancer Gerald is a snickering old fool, a dastardly councilman who will do whatever it takes to gain power over dragon's maw, or even the whole world. He raises the undead at will, and has built his power so that once the crypt was open, he could harness its power. If anyone knows what was left down there, Gerald will. Instinct: Rule over others
- Raise Undead
- Drain Life
- Harness a magic rune