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Army Ant Swarm Horde, Fine, Swarm Overwhelming swarm (d6-4 damage) 3 HP 3 armor Hand, Ignores Armor Special Qualities: Distracting Army ants are fearsome and ferocious predators. Living not in hives but in mobile groups, army ants tear apart and consume anything that gets in their way. Instinct: To eat
- Clings to their target
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Black Pudding Solitary, Huge, Amorphous Dissolving Engulf (d10+3 damage 2 Piercing) 23 HP 1 armor Acid Elemental Special Qualities: Can climb on any stable surface, Splits when injured by sharp weapons Black pudding are huge, amorphous organisms that consumes just about everything they envelop, feeding on meat and metal alike to sustain their black bulk. Prey's equipment are especially in danger when they've been engulfed by the pudding, as it allows the organism to thoroughly baste their prey in acid. Instinct: To eat
- Dissolves flesh and metal
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Unicorn Primalist Solitary, Large, Magical, Intelligent Magic Horn (d4 damage) 20 HP 0 armor Special Qualities: Ward 2 against fiends and undead, Gains +2 piercing against fiends and undead Unicorn primalist have attuned their personal magic to one of more of the elements and use their powers to reshape the world as they see fit. Instinct: To do what is surely best for everyone
- Communicate with animals
- Can create light
- Deal +2 damage when charging an enemy
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Empress Cobra Group, Small, Magical, Devious Fangs (w[2d4] damage) 6 HP 0 armor Close The Reptilian sands hold many a deadly beast, but the Empress Cobra is one of the more malevolent animals that lurk under the shaking earth. They can control their enemies, forcing them to go mad from starvation or attack their adventuring companions, leaving the Cobra herself to do very little fighting. Instinct: To control
- Inject it's foes with an intoxicating poison.
- Hypnotize a weak or disoriented target
- Command hypnotized enemies to attack their allies.
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Lying Drake Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Toothless Maw (w[2d6] damage) 12 HP 2 armor Close Special Qualities: Burrowing A pool of sand. Out of this rises a draconic head attached to a serpent-like body. It's neck reaches far below the ground, and it greets you in hissing tones. "Sssso, you ssseek thisss treassssure? I will give it to you, free of charge... If you can passss my riddlesss..." A lying drake can never, under any circumstances, be trusted. Instinct: To lie
- Block off potential escape routes
- Disappear into the ground and reappear somewhere else when attacked
- Spout enchanted riddles that curse those who fail them
- Entrap attackers in logical conundrums
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Rat Hound Group, Small, Organized, Hoarder Feral Bite (d8 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Refined senses, Scavenger's Stomach A jackal, almost. It's head and tail are those of a rat, with sharp canines framing two buck-tooth fangs. Not the most fearsome of foes, but they can be a real nuisance. Instinct: To consume
- Flee when in danger.
- Gang up on targets stronger than itself
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The 62 headed dragon Solitary, Huge, Divine, Magical, Hoarder (b[2d12+9] damage 3 piercing) 30 HP 4 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: many heads Instinct:
- different elements
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The wish dragon Solitary, Huge, Stealthy, Divine, Magical, Devious, Intelligent, Hoarder, Planar life and death breath (b[2d8+5] damage 2 piercing) 30 HP 4 armor Reach, Near, Far Special Qualities: flight Instinct: To increase its influence
- Grant wishes if able
- It's deals always have a transaction that u dont even know about
- create and dissasemble reality below itself
- The wish never goes how you plan it to
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Henriette, the Wicked Apothecary Group, Stealthy, Magical, Devious Potion bomb (d6 damage) 10 HP 0 armor Close, Ignores Armor, Near Blakely’s significant other. She would die for him and makes protecting him her top priority. She does not feel like she can leave Sholk without him, so she helps direct his bloodlust to the people who would do him the most harm. She is not above stooping to murder to get what she wants. She works at the apothecary, where she's collected a huge amount of potions and samples from the unique, magically-infused herbs around this area. That is why leaving is not an option for her. Instinct: To accumulate various magical ingredients
- Brew a nasty concoction
- Blind or disable an enemy
- Release an untested alchemical mixture
- Leave a nasty growth
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SharkCrab Solitary, Intelligent A trident and a sword [3d10+2] damage 1 piercing) 12 HP 1 armor Close, Near It's like a shark an a crab had a baby, it's from the deep part of the ocean, it has armor on a Childers carries a Triton in one hand and a sword in the other Instinct: Always moving
- shamble movment
- 2 weapons
- Smells blood for miles