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Polypidae Spawner Solitary, Divine, Intelligent, Planar, Terrifying Flailing spiked tentacles (d12+2 damage 1 piercing) 14 HP 1 armor Close, Reach Special Qualities: Eats magical forces, Causes nausea A twisted mass of tentacles and legs, spawning out minor polypidae. Instinct: to expand the Collective
- Spawn polypidae
- Warp reality around it
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Battle Seer Solitary, Stealthy, Magical, Intelligent, Cautious Deadly Spear (b[2d10] damage 2 piercing) 12 HP 3 armor Close, Reach, Near The Battle Seer is an assassin. In thrall to its terrible master it lives only to serve, hunt and destroy. It feels most alive in battle against many foes, in fact it will often wait until its target is surrounded by allies before attacking. It is most comfortable fighting surrounded on all sides, using its foes own attacks against them and their allies. Those few who have survived an encounter with one tell of unnaturally quick reflexes, deft strikes and an apparent total awareness of the entire battlefield. The Battle Seer is a surgeon with a spear. It wears no armour, only light cloth robes which flow around them like water as they twirl and spin through the battlefield. Its face is covered in a cloth mask revealing only its piercing, knowing eyes. If you are unfortunate enough to encounter one, run. Instinct: To serve its master unflinchingly.
- Audacious Assault - The Battle Seer regularly engages entire groups of foes on its own, managing to parry, dodge and redirect attacks from all around with terrifying and unsettling ease.
- Deadly Redirection - The Battle Seer has an uncanny knack for exploiting the attacks of others and turning them on its other foes.
- All Seeing - The Battle Seer seems to know where those around it will be and what they will do before even they. This is more than strong instincts, this is unnatural.
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The Heart of Mycelus Solitary, Large, Divine, Devious, Organized, Terrifying, Amorphous Parasitic Spores (d8 damage) 21 HP 1 armor Ignores Armor, Near Special Qualities: Fungal creature The Heart of Mycelus, an ancient and deadly being. Locked away for centuries it now feeds on the Dwarves who invaded it's home. Instinct: To consume
- Command it's minions
- Cause a parasitic infection.
- Bring forth more children
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Stone Cobra Solitary, Small, Construct cobra strike (d10+4 damage) 16 HP 0 armor Close, Forceful Special Qualities: It's made out of stone!, Defends the tomb for eternity The Stone Cobra defends the eternal resting place of the Viper King, anyone disturbing his sarcophagus does so at their peril. The Stone Cobra is known to latch on to an intruder's arm and drag them down. It also carries one dose of paralyzing poison in its syringe like fangs. Instinct: To protect a tomb
- Constricts and crushes
- Immobilizes Limbs
- Delivers paralytic poison
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Black Wisp (The Kvol) Solitary, Magical, Divine, Devious, Planar, Terrifying, Amorphous Drain touch (b[2d8+2] damage) 21 HP 5 armor Close, Ignores Armor Special Qualities: Drains the hope of all who see it. A fae that has been rejected by both Seelie and Unseelie courts. It wanders in the between spaces. Instinct: To drain.
- Wither the living.
- Scar someone's soul.
- Move through solid objects. Taking something as it goes.
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Tiger Mounted Bugbear Solitary, Large, Terrifying, Organized, Intelligent Giant Morningstar (b[2d10+6] damage 3 piercing) 22 HP 2 armor Forceful, Reach, Near Special Qualities: Two Distinct Creatures, it's a Bugbear on a Goddamn Tiger! Bugbears. You know the type. Big hulky goblinoids. This one's figured out how to put a saddle on a goddamn tiger and not die. You might though. Once one dies, the other will probably fight on. Instinct: Slay enemies mercilessly, and feed them to the tiger
- Pounce
- Tiger Screech
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The Frost Giant Solitary, Huge, Amorphous Smash with frozen fist (d10+5 damage) 27 HP 4 armor Reach, Forceful, Ignores Armor, Near The frost giants are colossi made of ice and snow. Little is know about what holds them together, who made them, or where they came from. What is known that they are much larger than they have any reason to be and that they seem to stay away from most settlements, only passing through small farms and hamlets at the wee hours of the morning. Instinct: To sleep undisturbed
- Steal cattle and freeze entire fields.
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Hacksaw's Abominations Horde, Small, Construct, Terrifying Tooth and Claw (d6 damage 1 piercing) 11 HP 1 armor Close Special Qualities: Amalgamated beasts, made to destroy., Oozing wounds that never heal. It should never have lived, but it's here, looking at you with eyes that seem unsettlingly human. Dog, cat, bear, it's some combination of all three. It's a furious whirlwind of matted fur. Instinct: Attack unceasingly
- Go into a frenzy.
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Bugbear Group, Stealthy, Intelligent Long club like arms. (d8+4 damage) 6 HP 1 armor Close, Forceful, Reach 7ft. tall. These hairy beasts hide in the treetops and attack from the dark. It's long, club like arms drag along the ground. It's head is unpleasantly small and hairless with milky white eyes and a wide mouth filled with with crooked, protruding teeth. Instinct: To skulk
- Move quickly and quietly for it's size.
- Manouver into an ambush.
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Living Iron Solitary, Terrifying, Amorphous Living Iron (b[2d10+2] damage 2 piercing) 19 HP 5 armor Close, Near Special Qualities: Magnetize, Morphing Metal Instinct: End Life
- Tactically Change Shape