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Sentient tree Solitary, Huge, Intelligent Arms (d12+7 damage) 24 HP 1 armor Reach, Forceful Special Qualities: Made of wood The elves brought the trees to live, is what humans say. The truth is the they have always been there. Listening. Watching. But hey, ignorance is bliss, right? Instinct: Protect the natural order
- Blend in with the forest
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Great Jaggi Group, Large, Organized Claws, Tail, Ram (b[2d8] damage 1 piercing) 10 HP 1 armor Great Jaggi's distinctive feature is its frill and the lavender scales with the crimson and tangerine overrides on the frills and the abdomen part, but also the furs that grow on its neck and along the back down to the middle tip of the tail. Great Jaggi's muzzle are particularly thinner and much more wrinkly than the other Bird Wyverns. While the tail has some barbs on each sides, they are notably blunt and definable even used for its tail whip attacks. Great Jaggi, along with the Great Baggi, may attack other boss monsters instead of focusing solely on the hunter, indicating a highly competitive and intelligent demeanor. It can also call its pack of Jaggi to its aid at any time with a loud, resonating roar. Being a larger and more powerful dominant male of Jaggi and Jaggia, it is considered by players to be the boss of these monsters. Its alpha status is much more prominent than that of previous Dromes, as it features many of the characteristics of full-fledged boss monsters — the ability to become enraged, limping when weak, and having a breakable part. One should note that the Great Jaggi can be summoned by the Qurupeco at the Deserted Island, Sandy Plains and the Misty Peaks. Instinct: To feed
- Hunt in pack
- Attack Order Barks
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Gore Magala Solitary, Huge, Stealthy, Devious, Terrifying Claws, Spore bombs (b[2d8+5] damage) 20 HP 5 armor Reach, Ignores Armor, Near Special Qualities: Deafening Roar, Frenzy state, Spore bombs Gore Magala is a very unique wyvern, sharing traits and similarities to that of the Elder Dragons, possessing six limbs, including the clawed wings on its back. Though, its overall appearance and stance resembles a quadrupedal wyvern like the Nargacuga. Its body is covered in dark exoskeleton plates, with notable features including the hidden feelers that are folded alongside its face, the lack of visible eyes and fanged jaws that are actually parts of its external armor plates. The other unique part is its wings, which are covered in jet-black fur that resemble a tattered and ragged cape. The claws on its wings are extremely prehensile, and even seem to possess opposable thumbs. They are used for grabbing, help at running and maintaining stability. When not engaged in combat, Gore Magala tends to cloak its body with its wings by latching them onto its back. The pollen-like scales of Gore Magala are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat. As Gore Magala's senses increase and become better from these scales, its color under its wings will slowly change and get brighter. When its sense are at their highest peak, two feelers will poke out from its head and it will release large amounts of scales into the air. The hairs will darken the sky as if an eclipse was in the area and it will begin to walk on all six. This state is known as the Frenzy State. Instinct: To Infect
- Spread the frenzy
- Leave a trail
- Bombard
- Shed skin
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Lurker Solitary, Humanoid, Magical, Intelligent, Planar, Terrifying claws (d12+5 damage) 24 HP 4 armor Reach, Forceful, Near Special Qualities: watery stealth, spits acid A horrifying cross of a fish, a squid, and an angry warrior, the Lurker hides in the pools of water dotting Mora's library. It assaults those unfortunate enough to cross its path without warning, jumping from the murky depth. Instinct: to ambush and consume
- ensares unlucky adventures
- ambushes from the deep
- grabs adventures with tentacles from their mouth
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Seeker Solitary, Tiny, Magical, Organized, Hoarder, Planar, Terrifying, Amorphous sonar blast (d12-2 damage) 15 HP 5 armor Hand, Ignores Armor, Near Special Qualities: tentacled, monstrous floating creature A terror conjured by Hermaeus Mora to defend the halls of Apocrypha, the Seeker absorbs the forbidden knowledge held in Mora's library, corrupting even its deformed mind. Able to shift into invisibility, the Seeker assaults its foes with sonar attacks and drains their minds using its aura. When near death, the Seeker can pour the last of its strength into summoning a clone to aid it in its last stand. Instinct: to guard the forbidden knowledge
- shift plane
- seeker drain
- create clone
- summon forbidden knowledge
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Corrector Group, Magical, Divine, Intelligent, Planar, Terrifying, Amorphous Stun Spell (d8+2 damage) 9 HP 7 armor Close, Reach, Near Special Qualities: They look like smoky shadows of despair with the voices of a bad phone connection. A vaguely humanoid form of smoke and black vapor, these guards of otherworldly prisons make sure their wards do not escape or break any of The Rules. They wield a spell called Stun which has a range of Near and causes the victim to be stunned senseless for a brief moment, enough time for them to link hands around the victim and make sure they are in their proper place. Instinct: To guard planar prisoners
- A planar prison guard
- If three or more correctors link hands around someone, they can teleport that person to a jail cell or outside the prison.
- Insubstantial - Hack and Slash, and Volley won't work on these guys.
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Binky Solitary, Large, Devious Hoof Stomp (d8+2 damage) 24 HP 0 armor Forceful Binky is Death's steed, named so by Death because it is "a nice name". Binky is rather more intelligent than most horses and is pure, milky and white. He can fly by just creating his own ground-level, as well as travel through time and across dimensions, sometimes leaving glowing hoof prints in his wake, but is in all other respects a perfectly ordinary horse. He is well-treated, and loyal to his master. His shoeing is done by Jason Ogg, the Lancrastian blacksmith of mythical skill. Binky is not immortal, but while in Death's service does not age. Binky gains part of his powers by sharing one of Death's qualities: he's so much "realer" than ordinary things such as walls, great distances, or time that he can simply ignore them. Instinct: to serve as Death's mount.
- Unimpeded Phasing
- Take Flight
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Draugr Horde, Cautious Ancient Nord Sword (d6 damage) 7 HP 2 armor Close Not quite a Zombie, the undead of the old Nordic religions prowl their resting places, protecting the riches of the overlords with the violent spirit of old Skyrim. Once footsoldiers for a lord long gone, they still defend the buried places their people built. Instinct: to defend the ancient halls
- defends the ancient halls
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Skeever Horde, Tiny, Organized Gnawing teeth (d6-2 damage) 3 HP 0 armor Hand Oversized rats, Skeevers patrol the sewers, forests and deep dark places of Skyrim. Alone, they are no threat to an armed fighter, but when they gather a full swarm, even a hardened party will struggle to hold back the tide. Instinct: to feed
- hunts dark places in swarms
- screeches for the pack