-
Old City Thieves' Leader Horde, Stealthy, Hoarder Stab (w[2d4] damage) 3 HP 0 armor Close The leader of the Old City Stabbers, "Hag" Johnson knows how to lie and trick her way out of a desperate situation (Think of a female "Fagin" from Oliver Twist.)Elderly but still evil and tough. Instinct: Mislead
- Backstab
- Lie
- Steal
-
Old City Thief Group, Intelligent Shiv (d4 damage) 3 HP 0 armor Close This down and out Thieves' Gang ("Old City Stabbers") lairs in the underground ruins of the Old City; weak but also desperate and vicious. Instinct: Steal
- Stab
- Steal
- Lie
- Runaway
-
Magical Chest Solitary, Small, Stealthy, Hoarder, Construct Toothy Lid (w[2d8] damage) 8 HP 1 armor Close Special Qualities: Arcane Construct, Full of Tricks, Liar A minor arcane created mimic; the enchanted chest is enhanced with intelligence and arcane tricks; it will do anything to prevent loss of the treasure within but will choose lies over violence. Instinct: To keep precious contents safe
- Scuttle off when touched
- Lead party to trap
- Wail to attract other dungeon denizens
- Pour forth flaming oil (2d6 dmg)
- Spew smog
- Send party on useless quest
- Liar
-
Alchemical Ooze Solitary, Stealthy, Amorphous Acidic Grab (d8 damage) 12 HP Close Special Qualities: Steals voices, Shapeshifts, Amphorous Formed from accumulations of runoff from arcane laboratories and regions of magical calamity, alchemical oozes are a sort of weak cousin to the true doppelganger. Briefly able to assume a human shape and mimic the voice of previous victims the ooze will seek to lure a meal to a dark, secluded spot and dine on the poor fool. Children or lost maidens are a favorite lure. Alchemical Oozes gain the voices of previous victims but are cunning as opposed to intelligent. Instinct: Dissolve flesh!
- Arcane accident
- Can mimic human shape and voice
- Always hungry
-
Mechanical Hydra Solitary, Large, Construct Rends with metal teeth (d10+2 damage) 20 HP 2 armor Special Qualities: Breathes steam, Arcane Construct This steampunk horror was designed to mimic the fearsome magical hydra;its mechanic nature prevents regrowing heads but allows its three heads to breathe scalding steam (1d8) on victims. Rumored to have been invented by the infamous Engineer Ferremesz. Instinct: Obey master
- Breathes steam
- Each head gets attack
- Slow and noisy
-
Living Statue Solitary, Construct Fists (d10 damage) 14 HP 1 armor Close Special Qualities: Arcane construct Living Statues are constructs like Golems, but usually more fragile and achievable at lower cost - represented by the generally weaker combat statistics and fewer magical immunities. The arcane short cut to creating a Living Statue is imbuing the creation with a greater degree of will. Independent thought makes Living Statues less reliable as guards and servants -they're capable of interpreting commands loosely or abandoning their posts in the interests of self preservation. Living Statues are unaffected by Sleep, but they are affected by mind control - Charm and Hold spells work against them - more evidence that a guiding consciousness is present within the construct, differentiating them from their more powerful Golem cousins. Living statues can be constructed from various materials but crystal and stone statues are the most common. Instinct: Obey Creator
-
Feces Construct Solitary, Magical, Divine, Devious Infect (d8 damage) 14 HP 4 armor Close, Ignores Armor Generic poop demon. Instinct: spread filth
- shower in feces
- Infection
-
-
The Grinch Solitary, Stealthy, Intelligent, Hoarder Claws (d10 damage 1 piercing) 12 HP 1 armor Close, Far A green furry pot bellied monster. The grinch will steal items that bring happiness to the owner without remorse. Instinct: Steal items that bring happiness
- Steal an item without notice
- Slip into shadows
-
The Tounge-Taker Group, Tiny, Stealthy, Devious Pounce (w[2d4-2] damage) 6 HP 0 armor Hand Special Qualities: Flight The Tounge-Taker is a winged, catlike spirit from a far away place that the wizard Garmond captured on one of his expeditions and brought to his laboratory, locked in a cage of course. When this mischievous spirit touches a creature, that creature's tounge disappears and reappears on the necklace around this spirit's neck. Should someone touch its necklace, the tounges would return to their owners mouths again. Instinct: Collect as many voices as possible
- Steal a creature's voice
- Temporarily turn invisible
- Imitate a stolen voice