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SporeSpider Solitary, Huge, Magical, Stealthy, Planar poison mandibles (d10+3 damage 1 piercing) 20 HP 4 armor Reach Special Qualities: spore spinnerets Made from a rare demonic cooperation between Lolth and Zzugtmoy, this abyssal beast can be summoned only by especially favored evil clerics of either deity. Instinct: to suck out goodness and infect with evil
- shoot a web covered in spores
- trap them in its hallucinogenic web
- appear in a sudden spore cloud
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Gumbo the Skunk Ape Solitary fists (d10+4 damage) 12 HP 1 armor Close, Forceful Instinct: to defend the swamp and smash invaders
- surround an enemy with its stench
- smash human against rock or tree
- hold human under water
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Mindless Leech Group, Terrifying Bloodletting claws (d8+4 damage 1 piercing) 6 HP 0 armor Close, Forceful Special Qualities: Variably grotesque anatomy, powerful sense of smell The Leviathans were not supposed exist. The Lamb was meant to be born pure and true by the worshipers of the Scarlet King. But a sinister curse birthing from and undercover sabotage mission caused the waters to run red and blood to flow from the Scarlet altars. And from the crimson tide, the Leviathans were born--pure white sea-monsters with exposed veins with the single instinct of rapidly breeding in a fit of desperation. A desperation that only the Diviners could successfully predict--to birth The Lamb. But not all things are perfect. You have to break a few eggs to make a perfect omelette, and those broken eggs manifest as the Leeches. Terrifying, grotesque creatures with a hunger for blood--and awareness. When they consume the blood of an intelligent creature, they gain some of their intelligence. This knowledge might be their native language, fighting style, or even their spellcasting abilities. Their capability to become so powerful just through hunting prey has caused some of the diviners to turn from organizing sacred rituals to controlling and taming the leeches, turning them mindless and only capable of acting according to their tamer's will. Instinct: to consume blood
- Suck blood through their teeth
- Expose the flesh of their prey
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The Hunter Solitary, Large, Intelligent, Construct, Stealthy Rifle (Far) (2d10+4 damage 1 piercing) 20 HP 3 armor Forceful, Messy, Precise Special Qualities: Camouflaged, Mechanical, Sniper A heavily modified soldier-type mechanical that optimised itself for hunting and became known simply as "The Hunter" after tracking down and dispatching everyone involved in its construction, purely out of resentment for its own creation. The warped mind was later recruited by others who need its services as a bounty hunter. Instinct: To Hunt the Runner
- Hide itself in the environment
- Fire a steam round (shotgun)
- Attack from incredible distance
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Mothmen Horde, Small, Construct claws and wings (d6, 2 piercing) 6 HP 0-1 armor Close, Reach, Near Special Qualities: -to attack anyone on sight Like a moth to a human Result of twisted experiments. These mothmen had a life before, now aimlessly wandering in the forest looking to kill humans. Instinct: 'to tear someone, its dinner time'
- Sharp talons and razor wing
- Stealth af
- ninja
- can pick a human
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Baz-On-Koraf (Minotaur) Solitary, Large, Intelligent, Hoarder Dual-Axes (b[3w[3d10+4] damage 1 piercing) 20 HP 1 armor Forceful, Near Instinct: Destroy civilisation
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Obsidian Giant Solitary, Huge, Intelligent, Terrifying, Amorphous Obsidian (b[2d12+7] damage 2 piercing) 27 HP 6 armor Reach, Forceful, Ignores Armor, Near 20' tall giant covered in a jungle of obsidian spikes.
Instinct: Command the bladeguards telepathically- Charge and Destroy
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Star Trek Sevrin Solitary, Stealthy, Devious, Organized, Planar Sonic Blast (d8 damage) 12 HP 0 armor Ignore Armor Special Qualities: Charm as per spell "We turn our backs on confusion and seek the beginning." – Sevrin, 2269 ("The Way to Eden"; Star Trek TOS) Doctor Sevrin was a research engineer from the planet Tiburon, renowned in the fields of acoustics, electronics, and communications. He came to reject the modern technical society of the Federation and started the philosophical movement One ("Space Hippies"), in search of the mythical planet Eden. When he started his movement, he was dismissed from his post. He carries the disease synthococcus novae, which required him to remain in environmentally-controlled areas. His rejection of modern technology and his inability to leave technologically-regulated areas contributed to his insanity. His fatal illness has somehow given him the psionic power to charm (as per the spell) and create fatal sonic blasts. Instinct: Create insane plans
- Summon Space Hippies
- Babble
- Channel inner Charles Manson
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Lord Zan-Rhâl (Death Knight) Solitary, Magical, Intelligent, Planar, Terrifying Dark Cursed Sword (b[2d10+4] damage 1 piercing) 12 HP 3 armor Close, Forceful, Ignores Armor, Near Special Qualities: Gaze of Terror Instinct: Resurrect his defunct wife
- Aura of malevolence
- Continuous fear radius
- Call a Demon
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Flytrap, Giant Solitary, Large, Stealthy, Devious Strong digestive acid (d8+1 damage, ignores armor) 16 HP 2 armor Close, Reach Special Qualities: Hide in other fauna The early days of the settlement were not so easy. While the forest provided many goods, people and cattle disappeared under its leaves. The council sent four strong men with dogs to hunt down whatever was taking them. Less than two hours later, the dogs started to bark furiously. Then the rear man disappeared. When they gazed up, his legs were protruding out of a giant plant. Then a nearby pod engulfed a dog. By the time they destroyed the four pods and cut down the large, strong trunk, there was not much left of the rear-guard man. Custom Move: When you are captured in a flytrap pod, ROLL+STR. On a 10+, you get out rapidly. On a 7-9, you get slightly burnt by acid, choose 1: You do not lose your armor or one valuable item. You do not get disfigured nor take 1d10 Damage. On a 6-, you suffer both. Instinct: To dissolve prey
- Engulf prey in a wink
- Digest prey with acid
- Attack with unused pods