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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
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Formian Taskmaster Solitary, Devious, Organized, Intelligent Stinging tail (d6 damage 2 piercing) 12 HP 1 armor Close The Formian Taskmaster is the size of a Soldier, but its purpose isn’t combat. The Taskmaster exists to organize and telepathically command the Formian Soldiers and Drones around it. Additionally, a Formian Taskmaster is never without a Dominated creature that it can send into battle to protect it. If an enemy ever did reach the Taskmaster though, it would be wise to avoid the creature’s venemous sting, which rapidly saps the victim’s strength, rendering the Formian’s opponent vulnerable and compliant. Instinct: Enact the Queen’s will
- Mentally dominate a creature using psychic power
- Sting with a strength-sapping poison
- Telepathically call other Formians to its aid
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Formian Soldier Group, Organized, Intelligent, Cautious Chitin Spear (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach The Formian Soldier is significantly more dangerous than a Drone. Formians born into the Soldier caste do no manual labor, for they are bred for battle. Though they always work as a unit, a singularly effective Soldier may be afforded the highest of honors, to breed with the Queen in order to propagate their superior genetics into the next generation of the Hive. As all Formians, a Formian Soldier is in constant telepathic communication with all other Formians within 1 mile. Instinct: DEFEND THE HIVE. OBEY THE QUEEN.
- Attack in formation
- Telepathically call other Formians
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The Gydra Solitary, Huge, Terrifying Bite (d10+3 damage 1 piercing) 20 HP 1 armor Reach, Ignores Armor Special Qualities: Refractive feathers, 23 goose heads A creature thought only to exist in legend, the Gydra is a dragon-sized goose with twenty-three heads, each head being that of a different species of goose. Its feathers are brilliantly refractive, so much so that it has been said it can blind those who gaze upon it, and it is unusually quick considering its size. In the stories from which it hails it is said the Gydra seeks the pure of heart, and that once it finds someone it deems worthy it will bestow upon them a great boon. Instinct: to serve the pure of heart
- Blind them with brilliant lights
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Rothorn Group, Small, Devious, Terrifying, Amorphous Grab (d4 damage) 9 HP 1 armor Close Special Qualities: Rot Grub Symbiosis, Smells and looks like rotting flesh Have you ever seen a mushroom that walked on two feet and had a grotesque head of splitting fungi that both looked and smelled like a rotten and exploded head? No? Then count yourself lucky. Rothorns are some of the vilest plant-like critters I've ever had the displeasure of cataloging. They shamble around in groups of three or four, lunging out at anything that moves near them. If it manages to get a hold of something, it starts undulating in a horrendous manner, letting out some sort of scream that sounds like something being boiled alive, and then it explodes. Not only that, but each Rothorn seems to be a walking colony of Rot Grubs, those disgusting little buggers that burrow into their food and hosts only to burst out later after laying their eggs in it. If it manages to kill something, the spores it releases end up converting the corpse into another Rothorn. Instinct: to spread
- Latch onto them
- Violently explode into spores and grubs