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Gourdos Group, Magical, Construct, Amorphous arm strike, leg strike (d8 damage) 12 HP 3 armor Close, Near Special Qualities: It doesn't have a central place in the nervous system to target. The knowledge and instincts are spread throughout the body equally, the shape they take is born out of the will to mimic *real life* more than out of necessity, Mimicry Created by the lizard folk experimenting with creating life out of nothing, Gourdos have more in common with plants than animals even though they move like ones. Taking the shape of any living thing they come in touch with upon hatching out of the "gourds", Gourdos try to collect as many living creatures to use for taking shape and, in a weird, primitive way, study. They don't find it necessary to feed the captives, though, keeping them in sun and with plenty of water. What else would a living thing need, though? Instinct: Try to suck up and mimic the essence of animals and humanoids alike, to be more like them.
- Jump and strike the target with extra strong limbs.
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Arch Druid Group, Magical, Organized Quarterstaff (w[2d6] damage) 14 HP 2 armor Close, Near Instinct: Protect Nature
- Wild Shape
- Control Elements
- Summon Animals
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Empyrean Angel Group, Large, Magical, Divine, Intelligent, Cautious, Planar Divine Sword (d8+2 damage) 12 HP 7 armor Ignores Armor Instinct: Protect
- Divine Strike
- Celestial Word
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Tiamat, Dragon Queen Horde, Gargantuan, Magical, Divine, Planar, Dragon God Tail (2d8+7] damage) 30 HP 4 armor Reach, Forceful, Near, Far Special Qualities: fire immunity Tiamat was a unique chromatic dragon, who had one head for each primary color of the most common species of chromatics (black, blue, green, red, white). Each head was able to operate entirely independently of each other and had the powers of a member of the respective race of dragonkind.[4] Her body also had traits in common with a wyvern, including a long tail tipped with a poisonous stinger.[3] Instinct:
- Claws
- Breath Weapons
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Zuggtmoy Group, Large, Divine, Magical, Planar, Demon Lord Psuedopods (d10+2 damage 1 piercing) 20 HP 2 armor Reach, Near Zuggtmoy rules from the center of the layer in a palace that consists of two dozens or so gigantic mushrooms, each connected to each other by shelf-fungi, and each four miles tall. Numerous chambers and corridors has been carved within the mushrooms; it is said not even Zuggtmoy herself knows the full extent of the palace Instinct: Pseudopods
- Rot
- Poison Spores
- Sleep spores
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Infernal War Machine Solitary, Huge, Magical, Divine, Hoarder (d10+7 damage) 22 HP 4 armor Reach, Forceful, Near Instinct: Cannon
- Transport
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Grambel Solitary, Large, Terrifying Slam with its massive jaw (d10+4 damage 2 piercing) 20 HP 3 armor Forceful, Ignores Armor Special Qualities: Its a massive head with feet and large jaws Grey skinned if you could call it that, Large jaws that seem to be all you can see it can crush almost anything most of its body is its powerful jaws Instinct: CRUSH
- Crush everything it can with its powerful jaws
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Vedalken Group, Magical, Intelligent Magic Missle (d10 damage) 6 HP 0 armor Close, Near Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious. Instinct: Survey Law
- Magic Shield
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Baphomet Solitary, Huge, Divine, Devious, Planar Hammer b(2d8+5] damage 2 piercing) 25 HP 1 armor Reach, Forceful Baphomet's realm of the Endless Maze was the 600th layer of the Abyss, supposedly infinite in size. Here, Baphomet dwelt in his palace, the Lyktion, and spent his time creating various new demonic breeds in his infamous Tower of Science Instinct: To Destroy
- Charge
- Gore
- Labyrinth
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Horned Devil (Cornugon) Group, Large, Magical, Planar, Devil Spike Chain (b[2d8+3] damage) 16 HP 4 armor Near Special Qualities: immune to poison, immune to fire Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to stun and eliminate quickly. A horned devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Instinct: Hurl Flames
- Claw
- Hurl Flames