-
Wendigo Solitary, Terrifying Claw and bite (b[2d10+2] damage) 12 HP 0 armor Close Special Qualities: It's emaciated body forces intense feelings of revulsion and hunger in those who witness them. A spirit who dwells beneath the ice, the wendigo is a being of hunger who seeks to taste the flesh of man. It seeks a host, who must have already tasted the flesh of their kin in the past. The spirit intensifies these feelings, nurtures them, until it can meld with the body of the depraved and become a monster, who sees all others as future wendigos or future meals. Instinct: To consume human flesh
- Force victims to cannibalism
-
Ethrnu Solitary, Huge, Magical, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous Etherial Slash (d12+3 damage) 27 HP 5 armor Reach, Ignores Armor, Near Special Qualities: Crystalline form, Eldritch You're fairly sure this is a boss monster. A gigantic pillar of solid pink crystals with a light emenating from within, large as a house or bigger. It is constantly surrounded by two magical eyes which it defends itself with as shields. This is a god, and it does not treat intruders with kindness. Instinct: To consume
- Infect an enemy with contagious crystals
- Control crystallised ether
- Teleport into/around extraplanar space
-
Spider Queen Solitary, Huge, Organized, Intelligent, Hoarder, Terrifying Engorged Pincers (d10+5 damage) 20 HP 1 armor Reach Special Qualities: Giant webs, Spiderling children, Terrifying Giant Spiders have those whom they bow to, and a Spider Queen is one of those. Almost house-sized, these beasts strike terror into the hearts of any who see them. That is usually the last face they make, as they are encased in giant webs to be consumed by spiderlings later on. Instinct: To grow
- Encase a foe entirely in webs
- Summon spiderlings to occupy a target
-
Runic sentinel Group, Cautious, Construct Runic staff (w[2d6] damage) 14 HP 6 armor Close, Reach, Ignores Armor Special Qualities: Inflicts debilities, repaired at runic alcoves Remnants of an ancient race, these stoic guardians protect long abandoned chambers and spew warnings in a forgotten tongue. Those who fail to follow their unintelligible protocols will be assaulted with runic staves that cripple, hex and impair those who do not flee from their sight. Any who defeat these ancient doormen will find that the curses inflicted upon them may leave the intruders unprepared for whatever dark secrets wait within... Instinct: To repel intruders
- Scan rune keys
-
Blackbog Gator Solitary, Large, Stealthy, Intelligent, Hoarder Gaping maw (d10+4 damage 2 piercing) 16 HP 2 armor Forceful Special Qualities: Amphibious, sense motion (near, only when underwater) An apex predator that can be centuries old, Blackbog gators are as devious as they are powerful. A single gator will demolish forests, ripping down smaller trees with brute force and clawing down larger ones over time. The resulting peat bogs become labyrinths of low islands surrounded by muddy black water through which the Gator prowls. The gator is sinister not just for its might, but also its cunning. The beast will leave a smattering of trees standing, not just because they host small wildlife that maintain its ecosystem and hygiene, but also as a trap. The blind hunter relies on vibrations in the water and from the roots of the trees. Adventurers cutting down trees to make shortcuts through the marsh might find that the just rang the dinner bell for a hungry gator. When hunting, the Gator is a greedy eater that prefers to not let a single victim escape. If a group of prey are detected it will pull them under one by one and ensnare them among the muddy roots that hold the bog together. Anything that survives the violent thrashing and escapes the water prison is usually too exhausted to flee before the Gator returns. A full gator will usually be satiated for up to three months... just long enough for its next prey to think the bog safe to travel. Any band of brave souls who can slay the beast before it flees into the murk may find a trove of undigested treasure in its cavernous belly. Instinct: To hunt
- Thrash violently
- Drag prey into the roots
-
The Eviscerator Group, Magical, Divine, Organized, Intelligent, Cautious, Hoarder, Planar Cleave (b[2d10+6] damage 3 piercing) 12 HP 7 armor Close, Forceful, Near, Far Special Qualities: Immense Speed Instinct: To control
- Cleave in two
-
The Fulminator Group, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder, Planar (d6+2 damage) 8 HP 5 armor Close, Reach, Near, Far Special Qualities: Flight/Hover Instinct: To disrupt
- Alter the intended outcome
- Stun Lock Traps
- Alteration
- Your course of action is altered
- From the astral plane (time isn't a constant)
-
The Shimmer Horde, Small, Organized, Hoarder claws, teeth (d6 damage 1 piercing) 3 HP 0 armor Close, Ignores Armor Special Qualities: They use their large, sloth-like claws in congruity with their tails to climb any surface, except for the magical ones. Black simians with no eyes, but with huge teeth and claws. Apparently these creatures are able to move through darkness and twilight almost without a trace, and appear where you least expect them. Instinct: Accumulate food for the young and newborns.
- Underground, their attacks ignore armor.
-
Triffid Beast Solitary, Large, Terrifying Lacerating Vines (d10+2 damage 2 piercing) 16 HP 0 armor Near, Close Special Qualities: Corrosive Saliva, Horrendous smell A wolf-like beast, if it can even be called that. It's body is entirely composed of plant mass of different kinds, with a large bell-shaped flower as a head with long razor sharp vines dripping with corrosive fluid that extend out of this orifice. The flower has roots which hold together a mass of soil and roots with leaves poking out that compose the beast's torso, and they knot together to form legs below it. A horrid creature, that lurks only in areas of intense natural magic. Instinct: To consume
- Pull a target into or towards it's mouth