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  • Basilisk Solitary, Large, Intelligent
    Tail Swipe (b[2d10+4] damage) 16 HP 2 armor
    Close, Reach, Forceful
    Special Qualities: Amphibious, Rock-hard Scales, Petrifying Toxin

    "Ah yes, Basilisks. Huge, blackened crocodile-like beast with six legs, beady yellow eyes on the side of their heads and heavy tails the size of a healthy tree. When you see one, fucking run. These things are no joke - let me tell you the story of one-armed pete..."
    Instinct: to defend its territory

    • Bite with sword-like fangs, delivering petrifying toxin that slowly but surely spreads
    • Ambush its prey, strike when they are weak or asleep
    • Outright ignore blows from normal weaponry
    • Swipe them with a tail like a log
    • Retreat into the water
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Tosima Atos Solitary, Divine, Magical, Organized, Intelligent, Cautious, Hoarder
    Glaive & Shield (b[2d10+2] damage 2 piercing) 18 HP 5 armor
    Close, Reach

    Instinct: to be known

    • Slice them with inhuman grace
    • Fight like a dance in whirling motion
    • Chant a hymn of Protection
    • Radio for Help
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • White Phalanx Elite Group, Organized, Intelligent, Cautious, Hoarder
    Glaive & Shield (d8+2 damage 2 piercing) 10 HP 5 armor
    Close, Reach, Near

    Instinct: to get paid

    • Lock shields
    • Slice them with inhuman grace
    • Fight like a dance in whirling motion
    • Make them bleed out
    • Surround Them
    • Radio for Help
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • White Phalanx Mercenary Group, Organized, Intelligent, Cautious, Hoarder
    Scimitar & Shield (d8 damage 1 piercing) 6 HP 4 armor
    Close

    Instinct: to get paid

    • Lock shields
    • Slice them with inhuman grace
    • Fight like a dance in whirling motion
    • Radio for help
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Hired Thugs Horde
    Shitty weapons (d6+2 damage) 3 HP 1 armor
    Close

    Instinct: to do what we're told

    • Ambush them
    • Gang up on them when they are alone
    • Scatter like dogs when morale is broken
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Prototype ZM-4 Solitary, Huge, Cautious, Construct, Amorphous
    Electro-Punch (b[2d10+7] damage 3 piercing) 27 HP 5 armor
    Reach, Forceful, Near, Far
    Special Qualities: Thunderbolt Iron Construction, Magitek Cores [5], Piloted

    Instinct: F0LLOW DIRECT1VE

    • Encase the master in Iron
    • Throw them around like ragdolls
    • Blast them with powerful arcs of Electricity
    • Crush them underfoot
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Perfect Knight Group, Devious, Amorphous
    Marble Weapons (d6+4 damage) 17 HP 4 armor
    Close, Forceful

    Instinct: Prevent intrusion

    • Guard the treasures of the Peerless Star
    • Petrifying Curse
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  • lurker Horde, Tiny, Magical, Intelligent
    bone (d6 damage 2 piercing) 3 HP 4 armor
    Hand, Forceful

    its tiny it hates cats and it is really really really fast Instinct: blood and souls

    • eat souls
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  • Watuni Cultist Group, Stealthy, Devious, Intelligent, Cautious
    Poison Spray (Weak + Shaky) (d8+2 damage) 6 HP 2 armor
    Close, Near
    Special Qualities: See in the Dark

    Hissing dark secrets to their brethren, their mystic gestures and shinny bulging eyes give little of their intentions away. Although their tattered cloaks obscure their features, these humanoids are covered in protective scales which should give them just enough projection from any "Heroes" to bring their master plans to fruition. Their Poison Spray Causes "Weak" then "Weak and Shaky" debilities, and if untreated with antivenom, complete Blindness in 2 days. Instinct: Cunningly Serve

    • Spring Trap
    • Use Poison
    • Cast Darkness
    • Escape
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Watuni Guardian Group (2), Large
    Halberd or Falchion & Shield (d8+1 damage) 14 HP 5 armor
    Forceful, Reach, Near
    Special Qualities: Act in Concert, Selfless, Honour Bound, Devine Regeneration

    If you thought that stopping the ritual was going to be as easy as knifing the cloaked figure weaving glowing runes in the air, think again. These hulking monsters - half human, half snake, aren't gonna let you get anywhere near their inner sanctum. Whether projecting an entrance or the ceremony itself these guardians always come in pairs who will act with ferocity and uncanny timing that make you think their minds are linked, because well they are. Instinct: Protect the Nest

    • block, guard or stall
    • defend or interrupt
    • give advantage to partner
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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