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Ice Spider Solitary, Stealthy, Devious, Organized Fangs (d6 damage) 12 HP 0 armor Close Special Qualities: Frost Spinner Luminescent and nearly transparent, this creature is practically a natural formation of the ice. Where exactly they originated from is unclear, but females carry their eggs when fertile, and on death, their thorax splits open, and a number of its young emerge, consuming the mother in her entirety. Instinct: Gather food for young
- Spin Frost
- Orb-Weaving
- A bite will freeze extremities
- On death, 2d4 spiderlings scatter from its thorax
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Quasit Horde, Tiny, Devious, Intelligent, Planar Claws (d4-2 damage) 7 HP 0 armor Hand When a mortal makes a deal with hell and sells its soul, the demon responsible for the bargain tears out a shard of that person's soul and reshapes it into a quasit. The quasit assist the one who sold his or her soul, which it is bonded to. When that person dies, the quasit makes a final journey to Hell with the soul, before dissolving and allowing the two to become whole. This has the added benefit, for the devils anyway, of circumventing much of the afterlife's bureaucracy. Instinct: To bring its bonded soul to Hell
- Turn invisible
- Inflict shakyness with venom
- Usher the bonded soul to Hell
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Drow Master of the Arcana Solitary, Magical, Intelligent Flame bolt (b[2d10] damage) 12 HP 6 armor Close, Ignores Armor Masters of the arcana have worked for decades to gain their understanding of magic. If they don't head wizard schools, they often have favored positions in the various drow houses. Instinct: To secure revenge for the drow empire
- Create clouds of darkness
- Cast a variety of spells
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Green Dragon Solitary, Huge, Magical, Intelligent, Cautious Emerald Battle Manouvre (b[2d10+5] damage 2 piercing) 20 HP 5 armor Reach Special Qualities: Underwater Breathing, Forest Camouflage Green dragons are scholars and sages, collecting large libraries as their horde. They also do not rely solely on their inborn strength, instead training themselves to become stronger and better. Living in forests, they tend towards being social than others of their kind, though they still tend to think of the other inhabitants as somehow belonging to them. Instinct: To learn
- Breathe acid
- Awaken plants
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Troglodyte Overseer Solitary, Intelligent Primitive Club (b[2d10+2] damage) 12 HP 2 armor Close Special Qualities: Darkvision Troglodyte overseers keep their tribe-mates under control, ensuring that their fellow warriors do not break formation or panic. When enslaved, they are often used to keep other slaves in line and can often achieve favored positions in the hierarchy. Instinct: To protect tribe
- Stink to high heavens
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Drow Headhunter Solitary, Magical, Devious, Intelligent Envenomed Heavy Crossbow (b[2d8] damage 4 piercing) 12 HP 1 armor Close, Near, Far When the drow want somebody really, really dead, headhunters are put on the job. Experts at tracking and trickery, they use a variety of arts to take down their prey, from their powerful crossbows that can hit a target from far away to a selection of insidious poisons and venoms. Instinct: To ensure revenge for the drow empire
- Create clouds of darkness
- Magical disguises
- Cause target to fall asleep
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Disaster Wight Group, Intelligent Elemental Wrought Strike (b[2d8] damage) 10 HP 1 armor Close, Ignores Armor Special Qualities: Surrounded by elemental energy Great disasters can happen in a great flash and sometimes, so quickly that those killed by it fail to notice. These wights differ from the normal kind, insofar as a wight can be called normal, in that the nature of their death has altered them. Now, they stumble about, wrought with fire, lightning or whatnot, seeking to escape the disaster that has already claimed them. Instinct: To get rid of the pain
- Explodes upon death
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Ghost Hound Group, Magical, Amorphous teeth (d8 damage 1 piercing) 9 HP 5 armor Close, Far Ghostly hound. Incorporeal. Attacks with powerful jaw and razor-sharp teeth. Instinct: to attack
- lunge
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Famished Heyna Group, Small, Stealthy, Organized Vicious bite (d8+2 damage) 6 HP 0 armor Close Instinct: Eat meat
- Leap onto a prey
- Evade the strongest foes
- Retreat and regroup