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Goblin Horde, Small, Stealthy, Organized, Hoarder Claws (d4 damage 1 piercing) 3 HP 0 armor Close The goblin is a small, dark green creature that will take anything that isn't nailed down. It travels in large packs, which will mercilessly steal from the nearest town to them. They move by scampering around on their hands, although their "hands" can't do much besides scamper. Instinct: Steal
- Claw
- It can throw sand into it's oppenent's faces as it scampers away.
- Most goblins can issue a help signal, which will alert all goblins in the area to drop whatever they just took and charge to the signal for support.
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Cave Troll Solitary, Large, Construct Fists (d12+4 damage 2 piercing) 20 HP 1 armor Forceful The cave troll is a large brute of a creature, created hundreds of years ago. It's original purpose was to serve as the defender of an eager young mage, but, unfortunately, the caster said the wrong incantation. Instead of being a protector, it was a ruthless beast, killing just to get some peace and quiet so it could sleep for a few millennia. Many travelers have tried to slay it, and few have returned. The ones that do have a relatively similar description of the thing, except for one feature. They all say it's eyes were a different color. Instinct: to slumber unprovoked
- Crush
- Sweep
- Stomp
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Flying Dagger Swarm Solitary, Amorphous, Construct Strike (d10-2 damage 1 piercing) 14 HP 3 armor Hand, Near Special Qualities: Guards A set of a dozen or more daggers, animated through spellcraft to obey the commands of their creator. When active, they form a swarm of sharp metal that flits through the air like a shoal of fish. If they are guarding a location, they rise and circle to form a whirlwind of blades.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny dagger. The swarm can't regain hit points or gain temporary hit points. Instinct: Stabs
- Levitates
- Lunges
- Skewers
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Gygax Ghoul Group, Devious, Terrifying Bite (d6 damage) 10 HP 0 armor Close Special Qualities: Paraylze with touch, Undead Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively.Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. Their touch causes humans (including dwarves and halflings, but excluding elves) to become rigid unless a Defy Danger versus CON or paralyzation is successful.Ghouls delight in revolting and loathsome things – from which we draw our adjectives “ghoulish” and “ghastly”. Custom Move: When you are touched by a ghoul, ROLL+CON. On a 10+, you keep going. On a 7-9, you choose 1: You don't take -1 ongoing until you rest. Your movements are not slowed down. A part of your body is not paralyzed. On a 6-, you're paralyzed until after the combat. Instinct: Devours living and the dead
- Consume all
- Paralyze with a touch
- Ambush
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Cave Fisher Solitary, Stealthy, Hoarder Claws (d12 damage) 12 HP 3 armor Close Special Qualities: Blindsight, Fire does double damage, Silence spells stun A cave fisher is a lobster-like monster which inhabits subterranean locations and ambushes its prey using a sticky filament similar to a strand of giant spider silk. Cave fishers grow to about seven feet (2.1 meters) long and have a hard, chitinous shell arranged in overlapping plates for an exoskeleton.It has eight legs and two forelimbs that end in large pincers. Living underground, cave fishers are sightless creatures that use multiple auditory sensor organs to detect prey. These organs are located on the head and could be mistaken for multiple eyes. The creature has a large proboscis from which it shot a long (up to 60 feet or 18 meters) sticky filament.The cave fisher hid on ledges above passageways and hunts by emitting a long strand of sticky filament, either dangling it to catch passing creatures such as bats, or shooting it at a creature as it wanders by. They can also secrete their adhesive onto their feet and anchor themselves to a ledge, wall, or ceiling once they found a good hunting spot.To release themselves, they secret a substance from their proboscis that contained their blood that dissolved the adhesive.Cave fishers can attack any creature up to man-sized, but was intelligent enough to avoid large groups, preferring to pick off scouts, loners, and stragglers. On a successful attack, the victim is stuck to the cave fisher's filament and is slowly drawn up to the cave fisher's level where it is attacked with the two front pincers. Cave fishers can reel in victims weighing up to 200 or possibly 400 lbs (91 to 182 kg). Their filament is very difficult to cut, sometimes even requiring a magically enhanced blade, and any failure to do so results in the blade being stuck fast. Cave fishers have flammable blood and therefore were very adverse to fire. Casting silence on a cave fisher makes it freeze in place as it listens intently, attacking only (and much less effectively) if it is attacked first. Instinct: Consume
- Ambush
- Capture with Sticky filament
- Devour
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Adnoartina Type 001 Horde, Stealthy, Intelligent Ripping Jaws (b[2d6+2] damage) 3 HP 2 armor Close, Bleeding Special Qualities: Resistant to water Scan: Human infected by G.O. Crocodile and alligator DNA has heavily altered the subjects form. Remnants of clothes suggest they were the personel responsible for maintaining the park. Instinct: To infect
- Ambush prey
- Hides in water
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Mandragora Type 001 Horde Thorny Lashes (d6 damage 1 piercing) 3 HP 1 armor Reach Special Qualities: Thorny Hide Scan: Venus flytrap infected by the G.O. They have grown much larger and considerably much more ambulatory, making them active predators. Their long roots and stems are now covered in thorns, making close combat a tricky proposition. Instinct: To infect
- Entangle prey in thorny roots
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Storm Lion Solitary, Large Charged claws (b[2d10] damage) 16 HP 0 armor Reach, Ignores Armor, Near, Far A blue lion with crackling eyes. ~~~~~~ (Inspired by Molly Ostertag's (@MollyOstertag) use of the lion in her twitch stream of the Pilgrimage D&D 5E campaign: https://twitter.com/MollyOstertag/status/937008275026931712) (She also had a statue puzzle the players could solve to stop the lion, I don't know how best to implement that) Instinct: To guard the temple
- Blast with electricity
- Blind with a storming glare
- Strike with claws and tail
- Teleport