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Vapar y Foces (Horda helada) Group, Large, Intelligent, Terrifying Hacha de mano (d10+4 damage 2 piercing) 14 HP 1 armor Forceful, Near Special Qualities: Podría aplastarte de un pisotón Vapar y Foces son un par de enormes humanoides primitivos que habitan en zonas glaciares. Su enorme apetito por la carne y las cosas brillantes los vuelve el terror de las personas. Su inteligencia es sencilla ya que su vida se resume a cazar, golpear y tragar, aunque también conocen muy bien su habitat. Llevan pieles animales o alguna protección que logró encajarles a pesar del tamaño, y machacan con el tronco de un árbol o un hacha equivalente. No temen a practicamente nada. Instinct: Alimentarse y enriquecerse
- Rastrear
- Cocinar en el caldero
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Gweld Ystlumod Group, Hoarder, Terrifying Ethereal silent echo (b[2d8] damage) 6 HP 1 armor Near, Ignores Armor Special Qualities: All-seeing blind eyes, Cluster of blind eyeballs These giant bats dwell in caves under the hills of the new continent. Their hideous faces are covered in seemingly blind eyeballs that allow them to see into the supernatural realm. They are known to hoard magical possessions of their victims. Note that the Geld Ystlumod is not necesarily a vampiric creature and only feeds off of magical energy. Their main attack consists of an ethereal echo that haunts the victim psychically but is entirely silent in the physical realm. Instinct: To hunt magic
- Feed off magic
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Purple Scorpion Solitary, Tiny, Stealthy Claws (d4-2 damage) 3 HP 2 armor Hand Special Qualities: Hallucinogenic Sting These small dark purple-ish scorpions are known to induce visions with their venomous stings. Causing the victim to hallucinate and, depending on the victim's nature, either go berserk or slink down paralyzed. Instinct: To sting
- Strike with a hallucinogenic stinger
- Hide in darkness and small spaces
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Cave Cricket Group, Small, Devious Kick (d4 damage) 6 HP 2 armor Close crickets they resemble, they are mostly harmless. Their chief danger comes from their chirping, which they do when alarmed, because other monsters recognize that sound as indicating there might be fresh prey nearby. The chirping travels up to 300 feet through the tunnels and caves where these crickets are normally found. Cave crickets are about 3 feet long. These giant insects rarely attack living creatures larger than themselves. If attacked, a cave cricket uses its powerful legs to kick opponents before hopping away. Instinct: To alert
- Hop away
- Chirp (alert nearby enemies)
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Enchanted Suit of Armor Group, Cautious, Construct, Amorphous Wicked morningstar (b[2d8+4] damage) 13 HP 7 armor Close, Forceful Special Qualities: Made of enchanted metal, shimmering with magic A lord needs some guardians, that's pretty straightforward. Nowdays they're bannermen, vassals or hired swords – or the Kingsguard, in some very special cases. The Old Ones, though? They never really trusted any other guardians than those made by themselves. These suits of metal, enchanted with the souls of the very best fighters need no supplies, no rest and no mercy. They fight 'till their mercyful death or until they have beaten the enemy into pulp. Instinct: to fight.
- To fight both with skill and reckless abandon
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Aspect of the God of the Sunken Solitary, Huge, Magical, Organized, Planar, Construct, Amorphous Water and ice spells (d12+5 damage) 27 HP 1 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Watery, amorphous body Legends tell of these enormous water-creatures which can usually be found around the triton tidecallers. Tales and songs say that they are the aspects of the God of the Sunken, smiting the enemies of their overlord and protecting the most devoted of believers. It is highly recommended to avoid these monstrosities if one is a mere mortal, born on land: their hatred against our kind is just as deep as the ocean itself where they hail from. Instinct: to eradicate the enemies of the God of the Sunken
- To demonstrate the vast power of the God of the Sunken
- To bend water to its will.
- Call the Tritons for help.
- Lay a curse upon the land-bred.
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Mother Goose Solitary, Large, Intelligent Large Bill (w[2d10] damage) 16 HP 0 armor Near You shouldn't have done that... Those houses belonged to those pigs... Oh no, really you ate the bears' porridge too? She doesn't like it when you upset her animals. Do you hear that? The distant flaps of her wings? The angry honks? She's close... Ready yourself! She's a pissed mom and she has a nasty bite. Instinct: To protect the creatures of this whimsical forest.
- Peck and eat
- Smash with large wings
- Release a debilitating honk
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The Leviathan Solitary, Huge, Magical, Hoarder, Planar Smashing things, water cannons (d12+7 damage) 24 HP 3 armor Reach, Forceful, Ignores Armor, Far The leviathan is a large, dark blue monster the size of several city blocks. It plows through forests destroying them without care, making sure to kill any humans it can find. it has multiple water tendrils that it can control at will. Instinct: Destroy the sentient races of parthax
- Destroying the land
- Can control and manifest water
- it can summon water at will from portals on its back.
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The Eater Solitary, Magical, Terrifying claws (d12+2 damage) 16 HP 2 armor Close, Ignores Armor Special Qualities: it is vicious and eats its own skin, This creature was once human, but magic has destroyed it's humanity. It lives to devour anything that stands in it's path. Instinct: To eat
- Devorer
- To destroy the fleash