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Mountain Golem Solitary, Huge, Construct, Amorphous Boulder fists (d10+5 damage) 31 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Power crystals that give it life Hard stone moving as a construct large as a building, this golem’s only weakness is its speed and the eight or so power crystals that power its Instinct: To protect its creator
- Tectonic slam
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Cultist Zealot Group, Stealthy, Divine, Devious, Intelligent Dagger (d4+2 damage) 10 HP 0 armor Close, Reach The Cultist Zealot has a single motivation: to perform his ritual completely. He will not balk to sacrifice any number of thrall or cultist acolytes in this pursuit. He'll even forfeit his own life once the ritual is complete. His devotion to chaos and destruction is singular. It is stronger than your will, your incentives, your desires. All will crumble before the dark visage of his master. So don't wait around to find out what happens when he utters that final syllable. Instinct: To usher in new ear of chaos
- Perform Rite
- Hidden dagger
- Summoning Ritual
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Nightwolf Group, Stealthy claws and fangs (d8 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Bat like sonar A big wolf liek creature with black fur, that hides it in the dark. The face is something of a combination of wolf and bat, as it has huge ears it uses for sonar, but its eyes are just as sharp. They most likely move in groups, as they tend to hunt by luring hunters into an ambush to kill them. Instinct: to feed on travellers
- Hunt prey in the dark
- Use a weak one to lure the prey into an ambush
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Forgotten Construct Solitary, Large, Construct, Amorphous Whirling blades (w[2d10+4] damage 2 piercing) 23 HP 4 armor Forceful, Reach Special Qualities: , Its creator forgot about it, so it remains incomplete. Missing legs, therefore movement is reduced A mage, obsessed with creating chaos in the world, began to build a metal creature - the soul purpose of which would be to indiscriminately destroy anything around it. However, the mage was absent-minded and easily distracted, and one day forgot his creation, leaving it unfinished. It sat, incomplete, in the mage's dungeon, until a group of adventures awoke it. Instinct: To cause panic and chaos
- Flail about
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Frogman Priest Horde, Small, Intelligent Barbed neck hook (d4 damage) 5 HP 1 armor Reach Special Qualities: Amphibious Ribbit ribbit. Dressed in torn, muck-covered robes, these slimy buggers think themselves emissaries of a ranine god. And maybe they are. They certainly have powers of healing, if you can stomach being splashed with their foul mucus. They aren't likely to extend that service to outsiders, though; instead, they'll try to take you down with a barbed, iron hook at the end of a long stick. After all, sacrifices must be made if they're to retain favor with their deity. Instinct: To support its frog brethren
- Heal a fellow frogman at a prodigious rate
- Launch a gooey projectile of slowing, sticky phlegm
- Choke and subdue with a barbed neck hook
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Frogman Warrior Horde, Small, Intelligent Sharpened stick (d6 damage) 7 HP 1 armor Close Special Qualities: Amphibious Croak croak croak. Little warty munchkins. Some wizard or godling’s idea of a bad joke, these creatures are. They stand as men, dress in scavenged cloth and hold court in their froggy villages. They speak a rumbling pidgin form of the tongue of man and are constantly at war with their neighbors. They’re greedy and stupid but clever enough when they need to defend themselves. Some say, too, their priests have a remarkable skill at healing. Or maybe they’re just really, really hard to kill. Instinct: To wage war
- Launch an amphibious assault
- Snatch an item from someone's hands with a long, prehensile tongue
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Trained Wolf Group, Small, Devious Bite (b[2d6+4] damage 1 piercing) 6 HP 1 armor Close, Forceful The Trained wolf is basically a very big and scary dog with long fangs, they hold on to their targets so their masters can either get a good shot or escape. Instinct: to do as it's told
- run fast bite hard
- Hold someone in place
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Kobold Flower Group, Small, Stealthy, Intelligent Short bow (b[2d6] damage 2 piercing) 6 HP 0 armor Close, Far The flowers are a group of 4 Kobolds who work to help the Minotaur, though he will eat them if he catches them so they walk through tiny borrowed tunnels in the maze, the uphold the traps and see the Minotaur as the son of their god, and will fight to the death to protect it, though they will be the most effective from the shadows. Instinct: to help the Minotaur
- Attack from the shadows
- Make Traps
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Minotaur Solitary, Large, Divine, Intelligent, Cautious Magical Club (b[2d12+6] damage) 22 HP 2 armor Forceful, Reach The Minotaur is half god half beast, it has been locked away and fed people regularly so it won't go mad, but it's terror has been instilled in the people for too long. Instinct: To eat, people and cattle
- Smell fear
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The Fang Solitary, Stealthy, Magical, Devious, Intelligent A serrated knife, stained permanently with blood. The knife has a small fang at the end of its hilt. (d6 damage) 12 HP 0 armor Close D6 The Fang is one of the Devourers enforcers. He uses torture to get information and sends it back to the devourer. Instinct: To make others suffer and to gather secrets
- Use trickery to sow discord among the party
- The fang can use people’s voices to put words in their mouths
- The fang can teleport someone from anywhere in his domain to anywhere else in his domain
- The fang can choose, using years of training, to refuse those he attacks death. He will use this to mutilate the body endlessly.