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Bone Devil Solitary, Planar Demoniac chains (b[2d10] damage) 12 HP 3 armor Close, Far Bone devils appear as skeletons wrapped in chains. They will relentlessly seek escaped souls and ignore everything else if possible. If confronted they are ruthless. Instinct: Shreds
- Retrieves souls
- Devil from hell dimension
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Magma Golem Solitary, Construct Smash (d10+2 damage 2 piercing) 12 HP 3 armor Close, Forceful Special Qualities: Relentless, Immune to fire damage Magma golems are powerful magical automatons created from the raw material of magma. Hard rock on the outside with a core of lava inside; they may breathe fire. Custom Move: When a magma golem breathes his mystic fire at you, ROLL+WIS. On a 10+, you find suitable cover. On a 7-9, you dodged but choose 1 anyway: Your weapon melts on your hand. Your armor burns and leaves you breathless for a while(-1 on all rolls until you next make camp) Say goodbye to your backpack. On a 6-, take 2d6 in fire damage. Instinct: Incinerates
- Guards
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Jolter Group, Small, Devious, Organized Paralyze, whip, claw, bite, constrict. Kind of like a jolteon + a tentacool (1d6+2] damage 1 piercing) 6 HP 1 armor Close Special Qualities: Electricity/Paralysis Quick, Devious, Cunning. The Jolters are not to be meddled with... As fast as lightning they blink from tree to tree, avoiding line of sight. They close in with deft speed and paralyze their foes with their electrically charged whip-like appendages. They are about the size of a dog and have fur static coats of gold with brown stripes. Instinct: To hunt
- Electrocute, Lash
- PARALYSIS
- holds tentacles up in the air, and lightning sizzles similar to a teslacoil.
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Undead Pet Solitary, Tiny, Stealthy, Hoarder, Planar, Terrifying Diseased claws or beak (w[2d8-2] damage) 20 HP 0 armor Hand Special Qualities: Stench of rot Pirate captains always have a pet. A bird, a cat, a dog, perhaps something exotic like a monkey. Sometimes the pet is cursed along with it's ship or captain. then you get an undead pet. Creatures as annoying as they are eternal, undead pets exist to serve as a nuisance or distraction, usually mimicking their owner. They can occasionally prove useful though in acquiring valuable objects a person can't reach. If you can then pry the object of desire your of the blasted thing's clutches! Instinct: To annoy with mimicry and thievery
- Steal an unattended valuable item, and take it out of reach
- Mimic it's owner in speech or deed.
- It cannot die, it just gets more annoying.
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Venomancer Xindao Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder Acid spray (w[2d8] damage) 12 HP 0 armor Close, Ignores Armor, Near Special Qualities: Masterful protection to toxins and acids Witches and warlocks are rarely as bad and dangerous as people make them out to be. Their magic, at it's core, comes naturally from the land and thus they are forced to live in harmony with it. When things do go wrong is when they no longer care for their world. When they have nothing else to lose and they act with singular purpose. That is when the peoples superstitious fears become justified. That is when the land begins to wither and die. Instinct: Drain all of life
- Poison, corrode, or taint surroundings
- Clear an escape path overlooked by his foes
- Drain something weak or defenseless of its last strength
- Cripple with toxins
- Call forth vermin for aid
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Blightbringer Centipede Solitary, Large, Terrifying Drilling bite (d10+4 damage 3 piercing) 20 HP 3 armor Forceful Special Qualities: A thousand strong chithinous legs Some creatures shouldn't exist in our world. They could not survive on their own, and they actively destroy the landscape they thrive in. They feed on creatures, and spew up what they can't digest, lowering both the animal population as well as the amount of plantlife. It leaves a trail of hollowed out beasts in it's wake, and if you ever happen to find one, you can choose to flee like a coward or give your life to try and rid this land of another one of these vile creatures. Instinct: Overconsume
- Hold someone in a crushing grip
- Spew a toxin when overfed
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Harlequin Jester Solitary, Stealthy, Intelligent Hammer Slam (d10+2 damage 1 piercing) 16 HP 0 armor Close, Forceful, Far She is an incredibly strong but fast woman who is most definitely insane. While she can pretty much function in society without too much problem, you do not want to be her opponent because she will bring the hammer down on you, literally. Instinct: She wants to hurt people, or at least play tricks on them
- Swings a giant hammer around, though usually randomly.
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Blue Slime Mould Solitary, Large, Intelligent, Hoarder, Amorphous Horrible visions in the mind (d10 damage) 23 HP 5 armor Ignores Armor, Far Special Qualities: Mesmerizing lights and colors Instinct: Draw in prey for quiet digestion
- Entice you with its wonderful smells and colours
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Yellow Slime Mould Solitary, Stealthy, Hoarder, Terrifying Whipping acid tendrils (b[2d10+2] damage) 12 HP 1 armor Close, Near Special Qualities: Splash acid in eyes and face Instinct: Suck prey in for digestion
- Drag you about with its tendrils
- Can hide in nooks and crannies