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Coffin Jellyfish Group, Large, Stealthy, Devious, Amorphous Ensnaring tendrils (d4 damage) 9 HP 0 armor It appears as a floating corpse such as a human skeleton or decaying fish. When you realize something is off- a mailed skeleton shouldn't be floating, or the carcass is encased in a crystal clear coffin of gelatin- it disgorges its contents at you along with a sticky fluid. They are impossible to spot from underwater, as they hold their contents above the surface. Rarely, a malformed, 'tall' coffin jellyfish will hold its contents upright, giving the appearance of a ghastly levitating body, drifting ever closer over the surface of dark waters. This horse-sized jellyfish thrives in freshwater or seawater. Capable of tipping over fishing vessels, it often succeeds in dumping victims directly into its maw. Prey in the water is captured in a forest of tendrils. Both suffer the same fate. Held beneath the water, air-breathers drown quickly, to be digested later. Fish and their ilk are little better off, as gelatinous flesh suffocates them. Satisfied with a single man-sized meal, a coffin jellyfish will likely try to slowly flee after engulfing one person. Instinct: To feed slowly on drowned flesh
- Appear as a floating corpse
- Vomit corpses at them
- Rock or capsize small boats
- Engulf living flesh into its gelatinous body
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Firesinger Group, Stealthy, Divine, Magical, Intelligent Fireball (with its instrument) (d8+2 damage) 6 HP 1 armor Close, Far The bards of the "firesinger". Singing songs of fire with. After the "great cadence", it rains fire and the firesinger burn himself. Instinct: Burn the world
- Singing songs of fire
- Disguise
- Firesong
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Old Robotic Construct Group, Large, Intelligent, Construct, Amorphous Large rusted swords (1d6 damage slashing) 5 HP 6 armor Forceful, Near, Far Special Qualities: Meant to act as a guard but went haywire Instinct: Determines who is worthy of passing attacks those it deems unworthy
- Guards
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Goben Group, Small, Stealthy, Intelligent, Hoarder gobknife (b[2d8] damage 2 piercing) 6 HP 1 armor Close Goblins native to the desert, who wear skintight GobSuits which retain their body moisture. They have great skill in navigating the desert while remaining undetectable to the abominations that make their home there. They often wield GobKnives, weapons shaped from the teeth and bones of desert abominations. Are hostile to outsiders, and will often launch ambushes on unsuspecting travelers to harvest their water. Travelers are likely to die here anyway, so why leave their valuable liquid to waste? If one can manage to make contact and pass their tests, they might find themselves inducted into a fiercely loyal and strange family. Instinct: Conserve water for the clan
- Navigate the desert with skill and stealth
- Ambush from beneath the sand
- Weaken foes by draining their water
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Matwah Solitary, Stealthy, Intelligent, Cautious Bow and Arrow (d8 damage) 8 HP 1 armor Close, Far Matwah is unusual for a dwarf, as he prefers to keep his distance and rain poisoned or flaming arrows down on his foes. If he realizes he is outmatched, he will not hesitate to flee and fight another day (or from the shadows). Instinct: Disrupt order Instinct: Disrupt order
- Poison
- Cheap Shot
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A Nameless Dungeon Solitary, Huge, Cautious, Hoarder Ambush of Kobolds (d8+3 damage) 28 HP 3 armor Reach, Far There is always a nearby cave, a hole in the side of hill just in view of town isn't there? Its always got those scaled bastards in it too. Digging. Crafting traps. No matter how many times its cleared more just come in. Well This time we found out why. Those kobold's aren't born their made. The cave makes them. Its time to end this cycle once and for all... Instinct: Lure Adventurers to feed the hungry hordes
- Become Infested with Kobolds
- Open a new Entrance
- Close a familiar path
- Send rumors of great treasure out to the world.
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Pack of Timber Wolves Horde, Small, Organized Bite (b[2d6+2] damage 1 piercing) 3 HP 1 armor Close Special Qualities: Smell Tracking The Timber Wolves aren't special in a world where everything is. Doesn't that make them special? While they have no special abilities, they make up for it with abundance. Tooth, fur, and blood. These three things will be your downfall if caught by surprise or if you let your guard down. Don't underestimate the power of the pack... Instinct: To Hunt
- Maim
- Howl
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Julian, Felin's Sleuth Group, Small, Stealthy, Magical, Organized, Intelligent, Construct Scratch and Bite (d6 damage 1 piercing) 10 HP 3 armor Close, Far Special Qualities: Perfect Senses, Vibrant, Static Fur Julian is no enemy unless you make him one. He wishes to protect Felin's Forest and his family. A red fox, who is warm to the touch, and can talk. Very charismatic, a true friend when you need him to be. He shall help those in need as long as you will help him in return. Has access to minor magic and some more unique abilities. Instinct: To Protect and Inform
- Speech
- Fabric Burrow
- Fire
- Howl -> Burrow Call
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Accursed Group, Stealthy, Magical, Organized, Intelligent, Terrifying Cursed weapons (d8 damage 1 piercing) 14 HP 1 armor Close, Messy Special Qualities: Cursed Death Woe betide those who dare to die while still accursed. The heavens weep for one who deigns to suffer mortality with such a debt outstanding. Sometimes some power, whether divine or malign refuses to allow such an end to truly be an end. Their duty has yet to be complete, and so they suffer from the wounds that killed them, unending and forever, seeking out jealously those who they can add to their numbers, for being so barbed with curses - they can inflict them on others, and those who are cursed shine out like beacons to them, drawing them close. It is said the first curse was ancient and profoundly just. Perhaps these pitiful denizens are related. Instinct: To inflict suffering and death
- Hunt the cursed without fail
- Rise from 'death' like a curse unending
- Inflict cursed wounds and lay curses
- Beckon the cursed host