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Goblin Bomber Group, Small Kamikaze (b[2d8+2] damage) 6 HP 0 armor Close, Ignores Armor, Near Not just a typical goblin, this creature has had the intellect and spirit bred out of it. It knows nothing but to seek maximum destruction in the form of a slew of alchemical explosives it wears all over its body. Instinct: Big Boom
- Reckless Charge
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Thought Snatcher Horde, Tiny, Divine, Devious, Organized, Intelligent, Construct, Amorphous Ink-Claw (d6 damage) 10 HP 3 armor Hand Special Qualities: Servant of forbitten Knowledge These black Birds fly in Huge Hordes in Service of Idoch the perverted God of Knowledge to seek out Information for him and his other Servants. They are made out of Paper and black Ink and look like a mixture between a bird and a spider. When they fly over their enemys they steal their thoughts which stay in their Spiderlegs as a glowing orb of light. Instinct: Collect Knowledge
- Seek worthy information
- Steal a thought
- Call more Thought Snatcher
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Cave Wretch Horde, Small, Stealthy, Devious, Organized, Hoarder Poisonous claws (d4 damage) 3 HP 0 armor Close Special Qualities: Huge ears, uncanny hearing A strange, degenrate descendant of the goblin that even goblins disown, the Wretch lives in abandoned dvergarholms in huge communities. Preying on hapless adventurers for their flesh and posessions, the Wretch has developed the ability to not only hear from a great distance, but parrot the voices of the mortal races in order to lure them into ambushes. Barely smarter than an ape but very dangerous, the Wretch is not to be trifled with. Instinct: to cling to survival
- Ambush the unwary
- Mimic the voices of the living
- Follow the sounds of its victims
- Overwhelm the foe with numbers
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Necro Opus Group, Large, Stealthy, Magical, Intelligent, Construct Venemous bite (d8+4 damage 1 piercing) 14 HP 2 armor Forceful Special Qualities: Spread corpse blight where it goes The ultimate creation of a mad necromancer, the Necro Opus is a stitched together monstrosity of hydra, dragon and other reptiles. Five known pairs exist, and its rarity is a blessing. It smashes through any obstacle - natural, man-made or otherwise - in its travels across the world, looking for habitats to fester in before it exhausts the resources or tires of the sport. It is terrifyingly smart, cunning and ruthless, and should not be approached without an army or three. Instinct: to defend its home.
- Destroy what's in the way
- Lie about its intentions
- Read the minds of the weak
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Yev Horde, Stealthy, Devious, Intelligent, Cautious, Hoarder Dual Hand-Crossbows (d4 damage 2 piercing) 3 HP 4 armor Close, Reach, Near, Far Yev doesn't take kindly to being lied to or double-crossed. When his livelihood is threatened, he will hunt the perpetrator down and put an end to them. His associates are loyal and paid well. Instinct: To outsmart
- Quiet those who threaten his well-being
- Makes false promises to gain trust
- Travels with loyal, well-paid associates
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Lizardman Champion Solitary, Divine, Intelligent, Cautious spear (b[2d12+2] damage 1 piercing) 14 HP 5 armor Close, Reach, Near The lizardman champion is chosen amongst its peoples. Paragons of their ideals and virtues, they fight for the glory of their gods with uncanny zeal and reptilian agility. Instinct: to conquer
- Battle for its old gods' glory
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Lacquer Head Solitary, Small, Magical, Devious, Hoarder, Amorphous Psychedelic Gas (d8 damage) 19 HP 2 armor Close, Ignores Armor "Keep on sniffin till your brain goes pop!" - Primus. Legends say a young mine worker came upon a buried pocket of demonic fumes. After going insane, he mutated into a psychogenic gas cloud capable of infecting others with choking insanity. None know if Laquer Head can be killed, but if you can fight off his astral form, you may get some treasure! Instinct: Dissolve victims into itself
- Astral Slam
- Astral Fugue
- Cause Confusion
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Leech spawn Group, Terrifying, Amorphous Tentacles (d8 damage) 13 HP 1 armor Close Special Qualities: It looks like a pile of worms and a tumour. Blood from previous victims sometimes oozes from it. These creatures appear around locations where ancient otherworldly creatures sleep. They feed on whatever life they can find, until their energies can be harvested by those who would want the ancient beasts to awaken once more. The leech spawn's whole body consists of worm-like tentacles, with the exception of a glowing sphere-shaped organ constantly moving around in the creature's "body". When the creature is severely injured, this organ will begin to twitch and shine, before exploding shortly afterwards. If the leech spawn is able to gather sufficient nutrition (roughly one human), the organ will detach itself from the leech spawn, who will then start growing a new one. What anyone would do with a ball of volatile bio-magical energy like this is up to them. Instinct: To feed
- Detonates when severely injured
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Forest Witch Group, Stealthy, Divine, Magical, Devious, Intelligent, Hoarder Raking iron claws (d6+4 damage 1 piercing) 6 HP 1 armor Close Upon our moors of Witch Country, Another hero comes, you see? Toil, toil, bubble and strife! Another one will lose their life! Instinct: to ensnare the weak
- Concoct a foul experiment, ritual, or potion
- Evade capture (by broomstick, giant pestle & mortar, house on chicken-legs etc.)
- Bring a curse upon the people
- Unleash a terrible doom
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Cellar-dweller Solitary, Magical, Stealthy, Devious, Intelligent, Cautious, Hoarder, Terrifying Thornbrush lash (b[2d8+2] damage 2 piercing) 12 HP 5 armor Close, Near Special Qualities: Reveal itself when they least expect it They call the fields of Oskabad by night "Witch Country" for a reason, you know. Many is the weary traveller who thanked their gods for finding an abandoned barn or hovel to shelter from the wind and storms. But that knocking drove them mad in the night, you see? They couldn't let it lie. So of course they picked the padlock open. Of course they ignored the notes, scrawled in blood. And now their soul, once so fresh, is trapped in the cellar with all the others. Instinct: Lurk in cursed places
- Lash out at trespassers
- Scuttle about between and below the walls
- Curse the trees
- Corrupt the land it inhabits