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The hecatonquiros are massive creatures, reaching as high and far as the eye can see. An enormous centipede walking on a hundred arms, with eyes and mouthes and faces coming out of its human skin. It's footprint is as big as a whole kingdom, and every step it takes provokes earthquakes and destroys islands. Instinct: Hecatonquiro
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Marble Golem Solitary, Large, Magical, Devious, Construct, Slow Fists of Stone or lightning bolts (d10+2 damage 3 piercing) 30 HP 6 armor Forceful, Ignores Armor Special Qualities: Can't be damaged by weak attacks. [ALBION TOWER] The thuds of boots rocking over the white marble floor of the endless tower of Albion, rushing through the endlessly shifting rooms, sound hasty. As hasty as someone running from demise should sound. The cracking of marble on marble sounds heavily through the halls. The intruder running for his life from the monstrosity that is the marble golem. The golem doesn't tire and is near invulnerable. With the marble prison inside his chest he will capture intruders of the marble tower and punish those that came for their own benefit. The runes inscribed on his pale body glow with power and safeguard him from most harm. Instinct: to punish intruders
- Smash through defenses
- Imprison someone inside
- Cast spells from magical runes.
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Living Weapon: Sword Group, Small, Construct hack & slash with itself (b[2d8+2] damage) 10 HP 3 armor Close Special Qualities: summoned by a mage "You are too close now, wizard! I will get and then kill you!" - "If you think I would make it that easy for you, you should start to use your head you imbecil." A few moments later the room was filled with hundreds of flying weapons. Fighting inside an armory wasn't something that the fighter thought could be exploitable by wizards. Instinct: to serve it's master
- To move and attack
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Razorpede Group, Small slice (d8+2 damage) 6 HP 1 armor Close Special Qualities: One hundred razor-sharp legs A centipede, roughly the size of a halfling, coated in an organically produced metal with one hundred tiny, skittering, and stabby legs. Razorpedes consume metallic objects and metals and breaks them down into a thin coat of razor-sharp Bugmetal that covers their entire body and brings their legs to a sharpness that can cut plate armor in half. Instinct: to eat metals
- shear metal
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Jeff Blazos Solitary, Magical, Stealthy, Devious Sending out Trucks of useless stuff for you to accept (d8 damage) 12 HP 4 armor Close, Ignores Armor He is about the size of a human. His shiny head glistens in the sun and blinds his foes. Instinct: Money
- Take all your loot
- Makes you buy useless stuff
- All the money it acquired can buy some incredible stuff. Like rockets.
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Flesh Demon Solitary Club, suffocate (1d8 damage) 6 HP 0 armor Close, Near This abomination is the result of cruel necromancy. They are creatures made through pain and endless torment. All that remains is a twisted soul and its skin. These fleshy masses attempt to surprise and suffocate living creatures. There hate of those who do not look like them drive them to horrific acts. Instinct: Hatred of those with life.
- Suffocate the life from its victim
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Sphinx Solitary, Huge, Magical, Divine, Intelligent, Planar, Construct, Terrifying Devour (b[2d12+7] damage 2 piercing) 24 HP 6 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Telepathic, Wings The Sphinx is an ancient guardian employed by ancient and powerful creatures to protect sacred and important sites. Its main purpose is to see that only authorized creatures can access what it protects. For this she asks questions in the form of riddles. Usually she gives three chances to answer. Those who have the authorization know the answers, those who don't, die devoured. Unfortunately, they are very good at making riddles, especially since they can determine someone's perfect test simply by examining their thoughts. Instinct: Make Riddles
- Make dangerous riddles
- Telepathic Mind reading
- Causing fear or disturbance.
- Devour those who miss their riddles.
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Wagelfax Solitary, Huge, Stealthy, Cautious Tentacle Whip (b[2d10+5] damage 1 piercing) 20 HP 5 armor Reach The Wagelfax sleeps in caverns beneath the ground. While travelers set up camp above the Wagelfax, it reaches out and pulls them down through the ground and into its cavern where it devours them. The Wagelfax has 7 eyes and the center eye is the biggest. It has 12 long tentacles that have sharp spikes on them. Instinct: To feed on travellers
- Pull unsuspecting sleeping campers to their grave
- Use tentacles to trip-up and grab threats