-
Steven Skele-wings Solitary, Large, Magical, Divine, Planar, Terrifying A spell, which rips the bones out of living (and dead) flesh (b[2d12+2] damage 3 piercing) 50 HP 9 armor Forceful, Far Special Qualities: It has no skin, and has wings made of bones First of all, it has no skin whatsoever. It has a large owl-like head with no feathers. It has a rhinoceros horn on it's beak. It has the horns of a bull and the spines on it's head are from an echidna. It has the body of a human child, but with no arms. It has giant thorns for legs. And last of all, it has colossal skeletal wings where it's arms should be.😈 Instinct: To gather and steal bones
- Rips the bones out of village people
- Unknown incantations and magic
-
Blood Golem Solitary, Large, Magical, Terrifying, Amorphous Engorged Fists (d10+2 damage) 27 HP 5 armor Forceful, Near Special Qualities: Sanguinary Flesh Formed in foul alchemical rituals, Blood Golems can shift from a flowing liquid to a hardened solid as needed. They have a rudimentary intelligence sufficient to follow simple instructions from their summoner. Instinct: To absorb
- Engulf its enemies
- Flow past obstacles
- Harden into an armored scab
-
Beastly Aberration Group, Terrifying Tentacle Lash (d8+2 damage) 10 HP 1 armor Close, Reach Special Qualities: Paralyzing Tentacles Some foul experimentation or invocation of elder evil has brought forth a beast that should not be. Tentacles lash out from its back, and those who have fought one and somehow survived described their touch like lightning. To them, all others are prey to be hunted. Instinct: to hunt
- Lash out at prey
- Paralyze with its touch
-
Giant Stag Beetle Group, Large Beetle horn (d8+1 damage 1 piercing) 10 HP 3 armor Special Qualities: Flight, Darkvision These large scavengers can be quite competitive, charging their enemies with their horns to smash them to pieces. Instinct: To eat
- Charge opponents
-
Julian Solitary, Intelligent Hand-made bow (b[2d10] damage 2 piercing) 12 HP 1 armor Close, Far Julian is an expert marksman currently in the service of the Donnels of Lowry Grove. He was an excellent hunter set to marry his fiance, Tifa, five years ago when the Dark Lord's men arrived. Shortly after that, the Donnels sent a small force which kidnapped Tifa. Without his bow, Julian was beat into submission and brought before Barnaby Donnel. If he ever wanted to see his fiance again, he would wait for two humans, an orc, and a salamander to come from the Bronze Tower and assassinate them. Instinct: To never feel helpless again
- Fire from concealment
-
Barnaby Donnel Solitary, Intelligent, Hoarder Cinderblock fists (b[2d10+2] damage) 16 HP 0 armor Close, Forceful Barnaby Donnel, the head of the Donnel family, is a large old man who was crushing skulls before most adventurers held their first sword. His family has consolidated a network of influence both above and below board in Lowry's Grove, and he's not above getting his hands quite literally messy. Instinct: Acquire power and wealth
- "Crush" the opposition
-
Desert Greatwurm Solitary, Huge, Organized, Intelligent Clas and Fangs (b[2d12+7] damage 3 piercing) 24 HP 5 armor Reach, Forceful, Near, Far Special Qualities: Poison Spit Instinct: To destroy the Oasis
- Rampage
- Call on the Hive
-
Desert Wurm Group, Large Razor teeth (d10+2 damage 1 piercing) 14 HP 4 armor Instinct: Feast upon flesh
- Burrow into sand
-
Tamis Jor Solitary, Stealthy, Intelligent, Hoarder Obsidian knife (d8 damage 1 piercing) 12 HP 1 armor Close Tamis Jor was a burglar in the town of Nightguard who made the mistake of trying to steal from Kormag (Will's orc's previous identity) who then crushed his head. Now that the party has forgotten Tamis, he intends to ensure they never leave the shadow world. Instinct: to seek revenge
- Steal from the weak
- Send others on a wild goose chase