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Quicksilver Ooze Solitary, Large, Hoarder, Amorphous Hardened Slap (d10 damage) 19 HP 1 armor Near Those who go delving for the earth's bounty would do well to beware the host of metallic oozes that can be found. The Quicksilver Ooze is the name given to various different species of ooze with a silvery metallic appearance. Attracted to valuable metals, they envelop them and melt them down inside their gelatinous body. While the exterior is normally slightly cold to the touch, the centre of the ooze is capable of reaching temperatures high enough to melt wolfram. Instinct: to envelop
- Grab someone with an appendage
- Incinerate anything caught inside
- Create a hardened metal shell
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Aasimar Drachen Priester Solitary, Magical, Devious, Intelligent Sprüche (d8 damage) 12 HP 2 armor Close, Reach, Ignores Armor, Far Aasimar Instinct: Böse Drachen jagen
- Einen Zauber wirken, der den Geist beeinflusst
- Einen Zauber wirken, der heilt
- Einen Odemangriff nutzen
- Einen Zauber wirken, der schützt
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Salamammoth Solitary, Huge Stomp (d8+5 damage) 24 HP 2 armor Reach, Forceful, Ignores Armor The salamammoth is a tragic embodiment of conflicting drives. It constantly lights fires with it's living magma trunk, but can't resist stomping out the flames with it's massive scoria feet. Instinct: to smash to ash
- Ignite fires and stomps them out
- Melt weapons that strike it
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Akaneburi Solitary, Stealthy, Intelligent Tongue Attack (d10 damage) 12 HP 0 armor Close, Far A humanoid being with red skin, mangy long black hair, and large creepy eyes. It has elongated claws on its hands and feet and a long sickly black tongue. Instinct: It wants to clean all filth in bathhouses with its tongue, but it also wants to clean the impurities of the soul.
- Hides in bathrooms and licks characters with an elongated tongues.
- If it licks players they become sickened and take disadvantage on all roles for the next couple turns.
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Dire Stag Solitary, Large, Cautious, Construct, Terrifying Antlers (d10+2 damage 2 piercing) 16 HP 2 armor Reach Special Qualities: Transformed, Unnatural movement Once a peaceful creature of the woods, the animal that you see before you has a dark and sinister air about them. It moves in a manner most unnatural. Its legs and head twisted. Its muscles jerking back and forth against its own will, as if coerced by some demented puppet master. As it moves towards you, it emits a blood curdling holler. A noise no creature of divine creation would utter. A sound of pure anguish that chills you to your very bones. Instinct: Abide thy master will
- Charge
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Hellknight Solitary, Intelligent, Planar Zweihander (b[2d10+4] damage) 16 HP 3 armor Close, Forceful, Reach Special Qualities: Can detect magic Graveknights who desire to live again occasionally entreat Hell for help. By injecting the armour that the grave knight is bound to with demonic protoplasm, the graveknight is given a powerful body, allowing it to somewhat live again. One weakness of this method, however, is that the hellknight has to reform in Hell if killed, which makes it harder for them to come back into play quickly. Instinct: To champion hell
- Exhale a clouds that causes the Weak debility
- See the invisible