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Wererat Group, Stealthy, Magical, Hoarder, Construct Piercing Nibble (d8+2 damage 2 piercing) 6 HP 1 armor Close Special Qualities: Ex-Reptilian The Serpentes Empire has conducted many cruel experiments on the followers of Reptus who attempted to rebel against their doctrine. The wererats are a product of one such experiment, now disfigured humanoid rat-beings, they were an attempt at Dire Rats, and their scaled tails and feet are the only semblance of their past selves that they retain. Forced to roam the Sphinx's halls for eternity, they relish in fresh meat. Instinct: To feed
- Scamper off into the darkness
- Lunge at adventurers from the dark
- Spread the wererat affliction
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Rin-Khal Solitary, Divine, Magical, Devious, Intelligent, Cautious, Hoarder CobrAu Staff (b[2d10+2] damage) 18 HP 3 armor Close, Ignores Armor, Far Special Qualities: Blessed by Serpentes The Divine Emissary, the Empress of Serpentes, the Ruler Unending. All these names, yet very few know her by her true name. Rin-Khal, the eternal ruler of the Reptilian Isle. Her soul inhabits an enchanted headdress representing a cobra, adorned with a shining red gem at it's base. This headdress latches onto any form she finds fitting, taking complete control over anyone who puts it on. She has lived for many generations, and plans on living for many more. Her current form is that of a cheetah woman, and she wears a luxurious red cape. Anybody she possesses can be discerned by their bright yellow reptilian eyes and two prominent snake fangs. Instinct: To remain eternally
- Order snake guards to do her bidding
- Animate sand and stone
- Polymorph a heavily wounded opponent
- Immobilize an enemy in melee combat.
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Demi Lion Roloraque Solitary, Large, Intelligent Claws, Wings, Fangs, Tail (b[2d10+2] damage 1 piercing) 16 HP 2 armor Near A large beast in the shape of a massive lion with sharp batwings that can be used to slice its opponents. Its fearsome appearance belies a keen intellect that sees through you. Instinct: To test your resolve
- Mighty Swipe
- Evasive Jump
- Keen Eye
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Menacing Jester Gobbies Horde, Tiny, Stealthy, Organized Small dagger, poison vials (d4-2 damage) 3 HP 0 armor Hand, Ignores Armor, Far Menacing Jester Goobies colorfully-garbed, small and as green, as the poison, they are often seen brewing to lend danger to their otherwise feeble attacks. Where you see one Goobie, odds are there are more in the rafters waiting to ambush and take what's yours. Instinct: To cripple their foes and take their possessions.
- Chucking Poison Daggers
- Throws a dagger coated in poison.
- Jester's Wail
- Steal
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Gamin Horde, Tiny, Stealthy, Magical, Devious, Intelligent Eater of Desires (d4-2 damage) 7 HP 0 armor Hand, Ignores Armor The Gamin is an imp in the service of a Green God. It wants nothing more than what you want, and it wants to take it from you. Instinct: To eat the memories of mortals
- Take an appealing form
- Lull you into dreaming
- Drink your life away
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Soul Sliver Solitary, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous twin short swords (b[2d8] damage 1 piercing) 19 HP 5 armor Close, Reach A Soul Sliver is a shapeshifter from the spaces between dimensions. Observing a thousand realities from the safety of the world's mirrors, they impersonate people whenever manifested. They are envious of our mundane lives and often kill and replace those they wish to embody. Instinct: To protect its secrets
- impersonate anyone
- travel through mirrors
- use poltergeist-like magic
- retain the element of surprise
- turn mundane weapons to glass
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Evil Fungus Druid Solitary, Magical, Intelligent masterwork spear (d10 damage) 12 HP 2 armor Close, Near Special Qualities: transform into animals This Evil Fungus Druid often lives in caves, carousing noxious mixtures and communing with dark spirits. It controls nature to defend itself, and often has corrupted minions serving at its beck and call. Instinct: To serve the Master
- corrupt into fungus creatures
- command over nature
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Treant Sapling Group, Amorphous Whip (d6 damage) 9 HP 2 armor Close, Near Treant saplings are just that, saplings before they grown to become the monstrous creatures that Treants embody. They don't posses the strength of their full grown parents, what they lack in strength though they make up in numbers. Treant saplings are known to travel in packs of 3+ and are often regionally near their Treant parents. Treant saplings tend to be more devious than their counter parts, opting more for randomly whipping unsuspecting travelers in the face as they ride by at high speeds. Instinct: To propogate and spread
- Whips with its branches
- Holds in place with its roots
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Toa, The Living Island Solitary, Huge, Magical, Divine, Intelligent, Cautious, Hoarder Colossal Claw (d12+7 damage) 30 HP 10 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Amphibious, Tectonic Plate (weak to divine), Regeneration Toa, The Living Island is a relic from the Age of Titans. Before the gods fell into their slumber, he was the Emperor of the Sea. Legends tell that he was undefeated, until a warrior of great cunning and might tore Toa's eye from its socket and taught the Great Crustacean the taste of pain. Toa fled, later to be sealed by enemy gods. What would happen if those seals broke, none can say... Instinct: To mock the strong
- Endure blows from anything less than a god
- Rise like the tide, crash like a wave, or heal like the ebb of the sea.
- Call upon the beasts of the sea.
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Bloody Skeleton Horde Broken blade (d4 damage) 7 HP 5 armor Close Special Qualities: Immune to cold, Resistant to ranged, Regenerates one per die roll, Undead Bloody skeletons have been soaked in necrotically charged blood. Soaking into their bones and coloring them red, this substance allows the skeleton to heal and recover from being smashed to bits. They can be killed permanently by destroying them with positive energy, killing them in a blessed area or dousing their remains in holy water. Instinct: To serve creator
- Come back from redeath