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Skunk Bear Solitary, Small claws, bite (1d10+1 damage) 12 HP 1 armor Close, Forceful The skunk bear is a squat and furry animal with a powerful body, Its powerful strong forelimbs are armed with long claws for digging and tearing. The skunk bear is a powerful and versatile predator and scavenger, it feasts on the flesh of creatures it kills or the rotting corpses found in the woodlands. Whether eating live prey or carrion, the skunk bear's feeding style appears voracious. The skunk bear marks its territory with powerful scent. Instinct: To hunt and feast
- Rage
- Powerful Scent
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Night Hunter Solitary, Intelligent, Terrifying Dented Arms (d10+4 damage) 20 HP 3 armor Close, Forceful Special Qualities: Deformed by its curse One of the most recent and terrible spawns of the Tower of Ruin, it was once human or the like, but a simple creature that craves fresh meat and blood. It's gruesome state of change has left claws with rows of fangs that it uses in a deadly embrace against its enemy. Instinct: To grow immortal
- Stalk the weak
- Force an enemy into submission
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Bloodspawn Solitary Anything at hand. (d10+2 damage) 12 HP 0 armor Close, Forceful One of the many infected by the curse of the Night Hunter, they follow him everywhere only leaving his side to find prey or new tainted souls to fill the ranks. Beware the nightwalkers, beware the silent damned. Instinct: Follow the masters's biding.
- Hunt the lord's prey
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Cave Ogre Group, Large, Organized, Cautious, Hoarder, Terrifying Heavy Tree Branch (d8+2 damage) 14 HP 2 armor Forceful, Ignores Armor, Near Special Qualities: Appearing as a horribly disfigured half-giant/half-human, ogres are massive lumbering creatures with uneven black eyes, gnarled teeth, squatty legs, and thick, muscular arms. Ogres have a significant desire for all things magic. Believed to be the unholy hybrid of an ancient humans and giants, they can sense magic and covet its very presence. When travelers carrying magical loot wander too close to an ogre's territory, they sniff them out like a hound and steal whatever it is they carry. Those familiar with magic believe that ogres, despite their poor biology, owe their long lives to being in the presence it. Merely being near an arcane presence extends their lives tenfold. Instinct: To hoarde magical items
- Attack anyone who wades too close to their territory
- Roars out to its kin when outnumbered
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Ravenloft Werewolf Solitary Claws and Bites (b[2d10+4] damage 3 piercing) 16 HP 1 armor Close, Forceful Instinct: Spread the moon curse
- Rend flesh
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Shadow Hunter Group, Stealthy, Devious, Intelligent, Cautious, Planar, Terrifying, Amorphous Claws and Fangs (d4 damage 2 piercing) 13 HP 4 armor Close Special Qualities: Cannot only be hurt while in a solid form, Takes the form of black, shadowy wolves, monsters, humans, etc. Instinct: To hunt down thinning planes
- Take various shapes wreathed in shadow
- Vanish into the shadows
- Can take shadowy form rendering it impossible to damage
- Take commands telepathically from their master
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Phyr'yan the Shadow Emperor Solitary, Magical, Divine, Intelligent, Planar, Terrifying Shadow Slash (b[2d10+4] damage 1 piercing) 18 HP 4 armor Close, Ignores Armor, Near Special Qualities: His lower half is ethereal allowing him to fly, Shriveled skeletal body, face wrapped in teeth, long spindly arms ending with glowing claws, and a reddish extraplanar mist wrapped around its body. Instinct: To dominate
- Steal opponent's greatest power temporarily causing them to lose it while he possesses it
- Sees through thinning planes giving it knowledge about anyone or anything it encounters
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Belker Group, Small, Magical, Intelligent, Planar, Amorphous Claws of hot ash. (d8+2 damage 1 piercing) 9 HP 5 armor Close Special Qualities: Mostly incorporeal. Composed primarily of smoke, ash and grit. It is bean shaped, with a wisp of steam for a tail, demonic looking bat's wings, red eyes, and two smoggy arms with claws. Though belkers in the game are undeniably evil, they are reclusive and have very little interest in the affairs of others. If angered, however, it attacks without mercy. Sometimes, it attacks with its teeth and claws, and can blind opponents with its stinging ash, but there is another way. If a person inhales a belker, it solidifies and tears them apart from the inside. Coughing one back up is the only way to escape this horrible death. Most of the time the belker has a solid form, but it can assume a smoke form at a whim, allowing it to be inhaled for the inside attack, and to fly more easily. Instinct: To enjoy the wind unimpeded.
- Become smoke, ash, and grit.
- Crawl into your mouth, nose, or ears and gut you from the inside.
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Swampy Solitary, Huge Rending teeth. (d10+7 damage 1 piercing) 24 HP 2 armor Reach, Forceful The biggest 'gator that ever there was. A hulking behemoth of jade scales and savage fangs, always in need of a bite and with a strange disposition to bards. Instinct: Devour.
- Submerge itself.
- Charge
- Consume that which moves.