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Rat King Solitary, Terrifying Bites from it's various mouths (d10+2 damage 1 piercing) 12 HP 1 armor Close Special Qualities: It is a bundle of rats combined into one humanoid shape The monster consists of hundreds of small rats and 5 giant rats that are all matted together into a humanoid shape. The 5 giant rats make up the head, arms and legs, while the smaller rats make up the body. Instinct: To destroy those that would enter it's lair
- Lunging bite attacks.
- Calls in swarms of smaller rats to help
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Guerrero Jaguar Solitary, Magical, Intelligent, Cautious, Terrifying Espadas de densiplastico (d10 damage 2 piercing) 12 HP 5 armor Close Special Qualities: Intimidador, sorprecivo Un atlético y fibroso soldado equipado con un traje jaguar. Este consta de una malla completa de fino kevlar verde, un casco con forma de jaguar e interfaz táctica y de rastreo, unos guantes de fuerza aumentada y control de densiplastico, y unas botas de tracción hidráulica. Por encima de su malla tiene una capa de nanobots inteligentes de densiplastico que pueden adoptar infinitas formas. Instinct: Proteger Aztech
- Cazar
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The Serpent Queen Solitary, Organized, Intelligent Black Axe (d10+4 damage 1 piercing) 16 HP 3 armor Close, Forceful Some prey turn out to be more than the basilisk can handle. Sometimes, the prey isn't dominated by their gaze and instead stares back in defiance. These few have what it takes to topple nations. Perhaps not alone, but with a following of the murderous, petrifying serpents they'll learn to command, they are a near-unstoppable force limited only by their ambition. Pray to the gods the Serpent Queen doesn't set her eyes on your home, and let the gods pray she doesn't intend to topple them too. Instinct: To rule
- Demand gifts and servitude from passersby
- Call for her pets
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Rockstump Basilisk Solitary, Devious Tail-swipe (d8+4 damage 1 piercing) 12 HP 2 armor Close, Forceful You may know a thing or two about basilisks, but this breed is different. It's worse. They creep about the swamp, looking for greater and greater things to petrify, to add to their statuary. It starts of small with wolves or a travelling peasant, but then they start adding more and bigger prey. Bears, entire caravans of people, Great Spiders, and the adventurers arrogant enough to hunt it down. What may be even worse, while other breeds may kill or petrify with but a look these are harmless unless they want to be. This doesn't sound too bad until you hear stories of the Serpent Queen, who claims to have trained them to be her loyal pets. Then, you have some trouble at hand. Instinct: To add trophies to it's statuary
- Breathe on flesh to turn it to stone
- Hypnotize a prey into apathy and submission
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Great Spider – Master of Eight Solitary, Large, Magical, Devious, Intelligent Large, piercing mandibles (d8+2 damage) 16 HP 0 armor Like the old seer of a village, the spiders too have a figure of wisdom to heed. The Masters of Eight often live in solitude, spending their days weaving their webs in hopes that the Mother of Spiders will reveal her wisdom unto them. Like the Masters of Eight look to the Mother for aid, so do other Great Spiders look to the Master of Eight. It has taken many years to learn the ways of wyrd-weaving, many more to accumulate the experiences they've been through. When a Master of Eight speaks their wisdom unto you, you'd be wise to heed it, lest the Mothers misfortune befalls you too. Instinct: Understand the Mother's ways
- Divine meaning from their webs
- Weave a magical web with purpose
- Spin web to enthrall or entangle
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Great Spider – Wandering Star Solitary, Small, Intelligent Piercing mandibles (w[2d10+2] damage) 12 HP 0 armor Close Fear of spiders is all too common, and perhaps that is the greatest sorrow for those who have left the Great Spiders societies to wander. All too often does a group of adventurers see a spider larger than the rangers pet creep around the woods, and their first reaction is to put an arrow in each of its' eyes before it attempts to feed on them. While a human, elf, and even the occasional dwarf is a tasty treat, it won't satiate the desire to learn more of their world. Letting them live, and maybe even helping them, in exchange for some stories of their society is often worth it. Who knows, maybe it's not too late to eat them once they're done talking. Instinct: to wander
- Exchange insight for stories
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Great Spider – Orb Weaver Solitary, Small, Stealthy, Devious, Organized, Intelligent, Cautious Stinging bite (1d8 damage) 12 HP 1 armor Close Special Qualities: Silk-sail webbing between the legs. A bruised and tired adventurer stumbled into a tavern telling the tale of her misfortune. Her party was moving back from a dungeon delve, hauling treasure with them, feeling like nothing could stop them now. Then the halfling whose job it was to scout got her hand stuck in a massive web. Before she could get loose, the weaver had shown it's face. The dwarf was taken out guarding the treasure, outmaneuvered and tied up in the spiders drag line. The halfling got out, but was swarmed by the weblings, the size of cats they were! The elf and human started to run, but the elf's foot caught a tripline, sending him face first into the sticky, web covered ground. The surviving adventure finished her beer, and asked the tavernkeep where she could sell her sword; her adventuring days were over. Instinct: Feed passersby to it's children
- Spin a trap or structure from sturdy web
- Trap their prey in sturdy webs
- Immobilize a trapped or cornered victim
- Call upon it's children for feeding time
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Sewer Crab Warriors Group, Large, Cautious Crab Claws and Gaping Mouth (d10 damage 2 piercing) 8 HP 4 armor A large bipedal crab with a huge armor body and large claws. It has a gaping maw that opens up and unless tentacles and razor bladed teeth. It's teeth and pinching claws can cut through steel and stone. They are highly defense of their homes and young and live in deep wet areas. Instinct: To Protect Itself
- Drive opponents away from their home
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King Ahnu Solitary, Magical, Intelligent Paralyzing and dissecting magics (d10 damage) 16 HP 4 armor Close, Reach, Ignores Armor, Far King Ahnu is an ancient litch kept alive by the love song of his dead queen that plays eternally at the heart of his city. He seeks to recreate his former empire and locate the spirit of his lost love. Other people are nothing but resources to him, blood for his trees and flesh for his people. While in earshot of the music, he is all but untouchable. He can never be totally destroyed untill it is silenced. Instinct: To resurect his people
- use necromancy and natural magics
- Cast spells that disassemble living things
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Corpse Elf Group, Stealthy, Intelligent, Terrifying claws, knives (d8+2 damage 1 piercing) 10 HP 0 armor Close Special Qualities: made of stolen parts Once beautiful in life these elves died long ago and have been recreated with wooden bones and stolen meats. They poses a deadly grace and a sinister cruelty Instinct: Inflict pain on others
- slash open, dig in
- Dance away and meld into the darkness