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Grimline, Archwarrior Solitary, Magical, Intelligent, Cautious, Hoarder, Terrifying Hand axe (b[2d10+2] damage) 16 HP 7 armor Close Special Qualities: Reanimation, Eyes like the end is coming. Grimline was a renounced Mage and warrior before his mysterious death. Some say he killed himself in a faulty experiment, some say he dug to far for knowledge and what he found brought him to an end. Whatever they say, Grimline has found a way back. He is a collector and until his collection is complete he will come back time and again. While he knows much and can be used as a source of information, everything has it's cost. Instinct: To collect every spell in existence.
- Return to complete what he started.
- Reflect a spell onto its caster.
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Starlight Serpent Solitary, Large Fangs (d10+4 damage 1 piercing) 16 HP 2 armor Forceful, Near Special Qualities: Scales that reflect light The starlight serpent, of which there are only thought to be a few left in the world, is a massive constrictor with mirrored scales. The serpent uses its scales to reflect light and blind its target. It can simultaneously constrict one target while striking at another with its fangs. These serpents are sacred to the worshippers of the Kiarash, the King in Starlight. Instinct: To protect the temple vault
- Constrict them
- Temporarily blind them
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Corrupted Megalodon Solitary, Huge, Planar Teeth (b[2d10+7] damage 2 piercing) 24 HP 1 armor Hand, Messy, Reach A corrupted Megalodon is an ancient enormous white shark with tentacles for fins. It can only be summoned from the Abyss by vile necrotic rituals. As long as it is bound to this plane it will feed upon anything that enters its sight, including the summoner if need be. Instinct: to eat
- Eat a person whole.
- Use his tentacles to grab foes.
- Attracted to the scent of blood.
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Krait Slavemaster Solitary, Stealthy, Intelligent Trident (b[2d10+4] damage 1 piercing) 16 HP 2 armor Close, Forceful, Reach The Krait are a race of serpentine humanoids that live down in the deep parts of many lakes. They are cruel and xenophobic, meaning they attack other species at first sight. Krait have a snake-like tail from the waist down, and a lizard-like humanoid body from the waist up. Often they will enslave other races and force them to work until they drop dead. The Slavemaster is the most influential in Krait society. He owns the slaves and watches over them. He is a master of underwater combat using the trident. Instinct: to enslave, to conquer
- Bind slaves in shackles.
- Disarm the foe with the trident.
- Call upon his forces for aid.
- Force the slaves to defend him.
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Krait Necross Group, Stealthy, Magical, Intelligent Hexes (d8 damage) 6 HP 2 armor Close, Ignores Armor, Far The Krait are a race of serpentine humanoids that live down in the deep parts of many lakes. They are cruel and xenophobic, meaning they attack other species at first sight. Krait have a snake-like tail from the waist down, and a lizard-like humanoid body from the waist up. Often they will enslave other races and force them to work until they drop dead. The Necross are responsible for the vile rituals that the Krait are known to cast. Their source of power is primarily necrotic energy. Instinct: to enslave, to conquer
- Drag foes down into the deep.
- Poison foes with necrotic energy.
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Reekeesik Solitary, Huge, Magical, Divine, Planar, Terrifying Claws (d12+9 damage 3 piercing) 28 HP 4 armor Reach, Forceful, Near, Far Special Qualities: Gargantuan, six-legged, ten-eyed rat. Instinct: To cover the world in rats.
- Cover them with rats
- Infect them with disintegrating disease.
- Reveal a secret of the Dark.
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Krait Damoss Group, Stealthy, Intelligent Dual Swords (b[2d8+2] damage 1 piercing) 6 HP 2 armor Close The Krait are a race of serpentine humanoids that live down in the deep parts of many lakes. They are cruel and xenophobic, meaning they attack other species at first sight. Krait have a snake-like tail from the waist down, and a lizard-like humanoid body from the waist up. Often they will enslave other races and force them to work until they drop dead. The Damoss are specialized in besting foes in melee using their underwater mobility. Instinct: to enslave, to conquer
- Cause foes to bleed out underwater.
- Drag foes into the deep.
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Prince of Faeries Solitary, Small, Magical, Stealthy, Devious, Intelligent, Cautious, Planar Summoned spectral warrior (d6 damage) 12 HP 7 armor Close, Reach, Ignores Armor, Near Special Qualities: Flight The lesson for today, children, is: don't make fun of short people in green clothing. Instinct: To play tricks
- Polymorph someone dangerous into something harmless
- Reveal himself as an illusionary copy
- Summon mundane items
- Manipulate those whose true name he knows
- Instantly sees through illusions
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The Biggun Solitary, Huge, Magical, Stealthy, Divine, Planar, Terrifying, Amorphous Approaching Darkness (b[2d12+9] damage 1 piercing) 33 HP 7 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Flight, Horryfying I just made this to see how powerful a monster can be. Instinct: To feast on soul and flesh
- Incite paralyzing fear
- Bring a defense toppling down
- Summon a miasma of disease
- Heal via eating
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Gnomish Defender Group, Large, Magical, Stealthy, Organized, Cautious, Construct, Amorphous Alchemical Blade (d8 damage 2 piercing) 21 HP 6 armor Reach, Ignores Armor Special Qualities: It always recognizes gnomes Finding a gnomish citadel is near impossible, and even when it IS done, you have the buggers inside who want to keep you out! It's a fools errand you're running, lad. Instinct: To protect the city against intruders
- Reveal a hidden defense mechanism
- Blend into mundane objects
- Destroy an inanimate obstacle
- Turn gnomish contraptions against others