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Key Serpent Solitary Constriction and Bite (d10+2 damage) 16 HP 2 armor Close, Forceful The key serpent is both the key and the monster. When held by someone living, the key transforms into the serpent and must be killed in order for it to transform back to a key. When in the form of the serpent it strives to kill the one who holds it. If released, it returns to the form of a key and heals all damage taken. Instinct: To kill interlopers
- Constricts and Bites
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Swamp Yaga Solitary, Large, Stealthy, Magical, Intelligent, Terrifying Fetid Claw (d10 damage 2 piercing) 16 HP 1 armor Special Qualities: Needle Teeth and Gaping Smile The Swamp Yaga is a spindly, long limbed creature covered in tough leathery skin that dwells in the muck of a swamp and hungers for whatever flesh is youngest, most vulnerable, and most tender. The creature has eyes like bulbous balloons filled with oily swamp water, and its smile stretches from ear to ear and is filled with long needle like teeth. Despite its size, it can blend in perfectly in it's swampy home and easily hide from sight. Most often encountered when it ventures into nearby settlements, luring children into the darkness by mimicking their parent's voices. Instinct: To consume tender flesh
- Lure a child into it's lair
- Vanish Into the Swamp
- Perfectly mimic the voice of a friend or loved one
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Myrmora Fellhammer Solitary, Organized, Intelligent, Cautious, Hoarder Fellhammer (b[2d10+4] damage 2 piercing) 16 HP 4 armor Close, Forceful, Messy "... and that is why I name you, Myrmora Fellhammer, my regent in Darkmoss. For your implacable will, you shall be the southern shield for this kingdom. For your indomitable might, you will be the King's justice. For your leadership and bravery, your word will carry the weight of my own. Tame the wilds of the Shifting Marsh, and stand as a bulwark against the slavering hordes that fill it." -- King Ga'el Anakalathai, the Skyrender! Instinct: Enforce order.
- Use force to bring somone back in line.
- Loudly place a bounty on the threat
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Alda's Doll Solitary, Small, Magical, Construct Claw (d8 damage) 12 HP 0 armor Close Special Qualities: Built to watch and observe Deadly Doll. After hours, the curator enables her office's defense mechanism: a five-foot-tall doll with the name "Marigold" sewn onto its vintage dress. When a creature other than Alda enters the room, the doll animates and attacks. Marigold fights until destroyed. Instinct: Protect Alda's Office
- Appear as a normal doll
- Glare Terrifyingly
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Animated Armor Group, Stealthy, Construct Spear (d8 damage 1 piercing) 10 HP 5 armor Close, Reach Special Qualities: Appear as display armor It may look like a suit of armor, and that's because it is! Instinct: Follow orders and defend
- Watch in plain sight
- Attack when commanded
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Dark Harpy Group, Stealthy, Magical, Intelligent, Hoarder, Terrifying Vicious Claws (1d6+2) 6 HP 0 armor Hand Special Qualities: Corpse-like aspect In the shadowy lands of Paranyx, harpies emerge as winged creatures of nightmares, carrying with them an aura of malevolence and darkness. Created by the Titan Fox as a taunt to the proud Titan Falcon, these creatures are true masters of the dark arts, channeling corrupted spells into vile creations that resonate with fear and despair from their victms. The harpies of Paranyx have a nefarious and cadaverous appearance, as if they have been resurrected from the depths of a dark abyss. Their bodies are skeletal, covered in tangled, evil-blackened feathers. Their eyes gleam with a malevolent light, while their sharp claws are always ready to shred any creature daring to cross their path. Cultivating a distorted concept of culture and tradition, Paranyx's harpies live in isolated groups in the darkest regions of the world, where they cast curses and perform shadowy rituals. They are renowned for their sinister chants, used both to lure victims and to enliven their depraved pagan festivities featuring attractions such as outdoor torture and hunting games with their captives. Instinct: to Torment
- Sing their requiem
- Bait them with false hope
- Conjure weapons and beasts made of despair
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Anomated Armor Group, Stealthy, Magical, Intelligent, Cautious, Construct, Amorphous Spear (d8+4 damage 4 piercing) 17 HP 7 armor Close, Forceful, Reach Special Qualities: Looks like armor display It looks like a suit of armor, but it's actually a suit of armor that can move! Instinct: Obey and defend
- Watch and observe
- Hide in plane sight
- Animate when commanded
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Animated Armor Group, Stealthy, Intelligent, Cautious, Construct, Amorphous Spear (d8+4 damage 4 piercing) 17 HP 7 armor Close, Forceful, Reach Special Qualities: Xxxxxxxxx Armor that has been Enchanted to defend while on display. Instinct: Follow orders and defend
- Watching and Waiting
- Attack without warning
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Molo Nukak Solitary, Huge, Divine, Magical, Intelligent, Hoarder, Planar, Terrifying Fire Breath (d12+7 damage) 26 HP 3 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Burning visage, Flying, Immune to fire "In the time before man and elves, the giants and the dragons battled for supremacy. Wielding powerful magicks and their incredible size, these clashes shaped the world we see today. Some say there are survivors from this time. Other think these are descendants of their divine forbears. Either way, if you come across a true giant or dragon you should know you are way out of your league!" -- Quoice Ironhouse, proprietor of The Toadstool Inn Instinct: To gather treasure
- Breathe fire
- Cast a fire-based spell
- Use ancient knowledge about the environment
- Summon kobold servants
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Duke Murak Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying Claws and Bite (b[2d10+4] damage 3 piercing) 20 HP 0 armor Close, Forceful Special Qualities: Horrifying countenance "Duke Murak has lived in the Shifting Marsh for longer than anyone can remember. Is he a vampire? A lich? All I know is that he is a legend of the land, on par with the Dryad of the Grove and the Moon Giant. Some say he gains his long life by stealing it from others, draining their life force to add to his own vitality. All I say is: stay the hells away from his tower!" -- Barbroach, local drunk Instinct: To persist
- Drain the blood of the living
- Charm an enemy
- Transform into a creature of the night
- Reveal something using ancient knowledge