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brownie Horde, Tiny, Stealthy, Organized, Intelligent hit with broom (w[2d4-2] damage) 3 HP 0 armor Hand, Near brownies are small non violent creatures, they're known to live in the house of humans and elves and tidy up at night while the owners sleep. most people that have them in their house are happy to have the help and will commonly reward their hard work by leaving out bread or a bowl of cream for them. anyone who knows of these creatures will warn you not to criticize their hard work because they're easily insulted, if they feel insulted or unappreciated they'll undo everything they have done and flee the house. fighting these creatures is uncommon because they're non violent creatures but if one of them is threatened they will all attack. although if you don't want them in your house you can just ask them to leave. Instinct: to clean
- clean house
- uses distractions to escape
- screams for help when it is in danger
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banshee Solitary, Magical, Devious, Terrifying ghostly wail (d6 damage 1 piercing) 12 HP 4 armor Close Special Qualities: transparent, ragged cloths, floating no one knows what a banshees intentions are, or why they always seem to be around when there is danger but it is common knowledge that seeing a banshee is an omen of death. they don't like direct confrontation but they will attack if you get too close or attack them first. it appears sometimes as an old nomad rather than a ghostly figure, some have reported elderly women such as these warning them of danger, although there is no proof that these were banshees however...they were always right Instinct: to terrify
- claw swipe
- sighting a banshee is an omen of death
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barghest Group, Small, Planar, Terrifying vicious bite (d8+2 damage 2 piercing) 6 HP 1 armor Close, Forceful Special Qualities: no skin on its skull, and hellfire burning where its eyes should be most confuse these for hellhounds but those that get close enough to tell the difference don't live to speak of it. hellhounds are black german sheppard like dogs controlled by devils, while a barghest is relatively the same size and color its head is nothing but a black skull with hellfire burning in its eye sockets. the biggest difference between the two besides the appearance is a barghest is owned by demons and rarely obeys orders, it will attack a mortal as soon as it sees them and if they kill someone they will consume their soul. Instinct: to consume souls
- bite
- fire breath
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cybermen Horde, Devious laser beam (b[2d4+2] damage) 7 HP 5 armor Close, Forceful, Near Special Qualities: can upgrade itsself to adapt to almost any situation: +1 armor against the last attack made against it this race was once humanoid, however they decided to upgrade themselves with cybernetic parts. after a while they became nothing but brains inside a robotic shell, their goal is to convert the entire universe into cybermen or kill those that resist. this new form of cybermen can upgrade themselves to adapt and when they do so they get a +1 to armor against the last form of attack that damaged them. the cybermen are all equipped with tasers used for disabling organics, if it grabs a player it can shock them for a d4 of damage and incapacitate them. Instinct: to convert all life to cybermen
- arm mounted laser cannon
- its goal is to incapacitate its enemies so it can "upgrade" them into cybermen
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The Great Antlion Solitary, Huge, Stealthy Mandibles (d10+5 damage) 20 HP 2 armor Close The Great Antlion is one of the most dangerous encounters a traveller can find in the burning desert. During the night, the creature is digging a pit into the sand, looking like a natural occuring dune. But during the day, it lays dormant under a layer of sand in the middle of the pit, waiting for someone or something to make the foolish attempt to traverse the pit. Dragged down by collapsing sand, the last thing the victim will see are the massive mandibles of the creature. Instinct: Waiting for prey.
- If you walk into the pit of a great antlion, you will be pulled towards the center by the loose sand. The more you struggle to get out, the faster it will drag you down towards the mandibles.
- It's nearly impossible to kill a great antlion in its dormant state, since the only thing you can see are its mandibles. If you want to hunt one of these creatures, your chances are better at night, before it is able to dig its pit.
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Guard Solitary, Cautious, Construct, Amorphous Shield (d6 damage) 15 HP 7 armor Close Special Qualities: It was made by a wizard many years ago, to make sure nobody gets in to the caves. A humanoid figure made of stone. If it is defeated, it will bring down a large gate blocking the entrance to the cave. It is weak to blunt weapons. Instinct: Defend
- Make sure nobody gets in to the caves
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Salamander Group, Cautious Claws and Fangs (d6 damage) 8 HP 2 armor Close Those big lizards live in the desert and usually roam the sandy dunes in packs of 3-4 creatures. Salamanders are about the size of a tiger or a similiar big cat and have thick, brown scales on their back but soft, yellow ones on their belly. They dont usually start a fight, but can get aggressive when someone is getting too close. In situations of immediate threat, they can exhale hot ember to defend themselves. Despite this they are often hunted for their scales which are an exellent material for armours. Instinct: Staying alive and protect the pack.
- When it gets cornered or otherwise threatend the salamander can exhale a gust of hot ember. Everyone in front of the salamander must defy danger by rolling out of the way (roll +DEX) or take d8 damage that ignores armour. On a 10+ you get away without any harm, but on 7-9 choose one:
- - You manage to roll out of the way of the ember, but the heat sets something on you aflame.
- - You manage to roll out of the way of the ember, but you trip and are now lying flat on your belly.
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Dreamweaver Spider Solitary, Small, Stealthy, Magical, Devious, Hoarder Mandibles (d6 damage) 12 HP 1 armor Close Psuedosilk Arachanis, more commonly know as Dreamweaver or Treasurer Trap Spiders, are roughly the size of a large dog. Their pattern and coloring make their abdomen appear like an exposed brain and each of it's eight eyes has a different brightly colored pattern, though most often they won't be seen at all, hiding behind the illusions they spin with their unique silk they use it to lure in prey. A common tactic is to spin illusory floors over open pits but these little monsters can be quite creative and industrious in their use of deceptions. Some accounts report large nests of these monstrosities working together to creating entire illusionary castles or mazes out of webs, attacking only when the foolhardy or unobservant are in too deep. Instinct: to ensnare with deception
- Spin webs that create illusions
- Make danger look like oppourtunity
- Strike quickly and retreat
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Cloudskipper Solitary, Huge, Magical, Stealthy, Amorphous tentacles (d10+3 damage) 27 HP 5 armor Reach, Near The Cloudskipper is a type of enormous airborne jellyfish that is camouflaged as a cloud. It lives off large amounts of plant life and favours wooden sailing ships. Instinct: To consume wooden ships
- Devour ships at sea
- Grasp with transparent tentacles
- Befuddle with illusions