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Sporious Master Solitary, Small, Magical, Devious, Intelligent, Amorphous psychic strike (d6 damage) 8 HP 1 armor Near, Ignores Armor Special Qualities: Looks like fungal growth Sporious Masters are intelligent but insane fungal beings banished in a forgotten time to the underworld that control others via a combination of spore infection and psychic powers Instinct: Control the actions of others
- infect with spores
- read thoughts
- mentally confuse and control
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A coisa Solitary, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder, Planar, Construct, Terrifying, Amorphous Toque (b[3w[3d8+6] damage 4 piercing) 25 HP 8 armor Close, Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Mudar de forma, Núcleo de energia , Espelho Ele é tudo e tudo é ele Instinct: Existir
- Fazer aquilo
- Enganar
- Mudar a trama da realidade
- Consume matéria
- Replicar
- Conhecimento absoluto
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Besta negra Solitary, Planar, Amorphous Mordida (b[2d10+2] damage 1 piercing) 19 HP 1 armor Close Special Qualities: Corpo mole Uma criatura quadrúpede, formada de um animal possuído e corrompido pelo miasma infernal Instinct: Consumir
- Morder e prender
- Rastejar e deslizar
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Fragmento do caos Solitary, Magical, Devious, Planar, Amorphous Tentaculos (d6 damage 1 piercing) 23 HP 3 armor Close, Reach, Far Special Qualities: Amorfo Uma massa de energia negra que tomou forma após absorver a matéria orgânica de varias criaturas vivas que habitavam o subterrânea Instinct: Consumir
- Emanar corrupção
- Raio de energia
- Enganar e corromper
- Possuir corrompidos
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Giant PIke Solitary, Large Bite (d10 damage) 10 HP 1 armor Special Qualities: swims like a fish a ten foot long pike Instinct: snatch prey by surprise
- Hide in the water
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The Giant Solitary, Huge, Terrifying Crushing grp (d8+5) damage) 16 HP 3 armor Reach, Forceful Special Qualities: can deform its body to fit anywhere A giant with cartilage for bones, once aware will pursue the party and try to eat them. Once grabbed the creature twist and pulls you 10+ you slip from its grasp 7-9 you either Fall out of its grasp but take damage -ignore armor Avoid the twisting but stay in its grasp 6- it twists you (does damage)-ignores armor and puts you in its mouth in its mouth 10+ you fight your way out 7-9 you avoid being bitten but are swallowed whole 6- it chews you -damage with advantage. Instinct: creepily pursue intruders
- crush, twist and eat people
- use tight spaces against the party
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Drekavac Solitary, Small, Terrifying Claws (d10+2 damage) 16 HP 0 armor Close Special Qualities: It's a demonic form of an unbaptized deceased child. It has a dappled, elongated and spindle-thin body with a disproportionately large head. Instinct: Torment
- Jumps onto people's backs
- Rides them for hours on end
- If they stop, it tears them apart with its claws
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Daimyo Hermitaur Solitary, Large, Cautious Pincers (1d6+1 damage) 5 HP 3 armor A massive hermit crab wearing the skull of a wyvern as its shell. It has broad, hardened claws that it will use like shields to protect itself. Instinct: #JustCrabThings
- Gore with wyvern skull.
- Hydro Pump (recharge 5-6). Hit multiple characters in a line for 2d6 damage.