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Cranium Rat Horde, Tiny, Magical, Organized, Intelligent Bite(alone), Magic Missile(in small groups), Fireball(in big groups) (d6-2 damage) 3 HP 0 armor Near(bite), Far(spells) Cranium rats become more intelligent as they gather in bigger groups. A single cranium rat is no more intelligent than a normal rat, but gather a group and they gain mental abilities like telepathy, telekinesis and spellcasting. They live in the same places you would usually find rats. The only visible difference between a cranium rat and a normal rat is that you can see a part of the cranium stick out the top of a cranium rats head. Instinct: To defend its kind
- It gathers with its kin to grow in power and intelligence
- Casts spells like a wizard.
- It gains access to more powerful spells as it joins together with others of its kind.
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Grim Wolf Mother Solitary, Huge Claws and Teeth (d10+4 damage) 24 HP 1 armor Reach, Forceful As Grim Wolves prepare to give birth, they gradually grow to almost twice their usual size. After the cubs are born, the mother maintains this size for a month to protect her offspring until they can are mature enough to leave the den. Guided by instinct, this monster will protect her children with everything she has, attacking any interlopers with great violence and desperation. Beware! Instinct: To protect its young
- Eviscerate
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Vicious Lynx Group, Small Claws and Teeth (d8 damage) 8 HP 1 armor Close Lynx born near deposits of magical power, whether natural or manmade, mature into Vicious Lynx. Vicious Lynx develop a thick layer of tough fur that can deflect damage away from its body. They most often hunt in pairs, with solitary Vicious Lynx and groups of three occasionally sighted. Instinct: To hunt for prey
- Pounce
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Unseen Osprey Solitary, Small Talons (d10 damage 1 piercing) 10 HP 0 armor Close Osprey born near deposits of magical power, whether natural or manmade, mature into Unseen Ospreys. So called because their immense speed can make them difficult to see with the naked eye. Unseen Osprey are about the same size as their unmagical counterparts, but their talons stand out as larger and sharper, bearing a number of vicious barbs. Instinct: To hunt for prey
- Divebomb
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Vile Hare Horde Solitary, Tiny Feet (d10-2 damage) 35 HP 0 armor Hand, Reach Special Qualities: At >20 HP, Feet do d8-2 damage, At >10 HP, Feet do d6-2 damage, At >5 HP, Feet do d10 damage Snowshoe hare born near deposits of magical power, whether natural or manmade, mature into Vile Hares. These monstrous rabbits don't grow as much in size as they do in vicious temperament. The hares travel in roving packs of up to hundreds, denuding grasslands and breeding furiously. Fortunately, unless their offspring is born near a magic deposit, they develop into regular rabbits. Unfortunately, Vile Hares will usually eviscerate and consume any offspring that do develop into regular rabbits. Instinct: To breed
- Surround
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Vile Hare Horde, Tiny, Organized Feet (d4-2 damage) 3 HP 0 armor Hand Snowshoe hare born near deposits of magical power, whether natural or manmade, mature into Vile Hares. These monstrous rabbits don't grow as much in size as they do in vicious temperament. The hares travel in roving packs of up to hundreds, denuding grasslands and breeding furiously. Fortunately, unless their offspring is born near a magic deposit, they develop into regular rabbits. Unfortunately, Vile Hares will usually eviscerate and consume any offspring that do develop into regular rabbits. Instinct: To breed
- Beatdown
- Shriek
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Wraith Marten Solitary, Large, Hoarder Claws (d6 damage 2 piercing) 20 HP 0 armor Martens born near deposits of magical power, whether natural or manmade, mature into Wraith Martens. Their bodies grow far beyond ordinary size and stretch out to far greater length. Wraith Martens sneak, slide, and slink around their prey before darting in for precise strikes with their needle sharp claws. Wraith Martens also have a peculiar urge to collect and adorn itself with shiny trinkets. Often, these trinkets are worthless, but occasionally one may find a Wraith Marten with a silver necklace or a gold bracelet around its medsection. Instinct: To hunt prey
- Slink
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Grim Wolf Group, Large Teeth and Claws (d6+2 damage) 10 HP 0 armor Grey wolves born near deposits of magical power, whether natural or manmade, mature into Grim Wolves. They grow to great size and their fur develops a dark red, almost bloody tint. Grim Wolves are known for their heightened intelligence, often working in coordinated pairs to hunt for prey. Instinct: To hunt for prey
- Crunch
- Howl
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Night-Infected Domovoi Horde, Tiny, Magical, Devious, Amorphous Tiny claws and teeth (d6-2 damage) 14 HP 1 armor Hand, Ignores Armor, Near A mine spirit, formerly helpful, now poisoned by Night from the Door. Instinct: To poison the mines
- Frighten and startle
- Put out lights and torches
- Cause rockfalls and accidents
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Night-Infected Dwarf Horde, Divine, Intelligent, Terrifying Anything they can get their hands on (d6 damage) 9 HP 1 armor Close Special Qualities: Ooze Night onto others A dwarf infected by the Night oozing out of the Door. All adherence to dwarven social convention is lost. Night oozes from their eyes, ears, and nose. Instinct: To open the Door
- Swarm with brutal ferocity