-
Whaleopus Solitary, Huge Tentacles (d12+5 damage) 27 HP 0 armor Reach, Forceful, Near A gigantic whale with tentacles coming out of its side that it walks upon. It normally walks the bottom of the ocean scavenging for food. However, it occasionally attacks sea ports scooping up small buildings in its jaws. Instinct: To destroy
- Can travel on land for a short time
-
Flame Assasin Group, Magical, Intelligent, Planar, Terrifying, Amorphous Fire Sword (b[2d10+2] damage 3 piercing) 13 HP 7 armor Close, Reach, Ignores Armor, Near Special Qualities: help from death, invurneability, Made of FIRE Flame assassins. Like seriously? They come from the Underworld and used to be Evil Overlords and sentenced innocent people to DEATH! >:-)Just for the heck of it, I put an evil smiley face before this sentence to show how evil they are. Instinct: to serve death
- Harm the unsuspecting
- Burn by touch
- Protect with a stone shield
-
Hobgoblin Group, Organized, Intelligent, Cautious, Hoarder Sword, Mace, or Flail (b[2d8] damage) 6 HP 3 armor Close Hobgoblins are highly organised, militaristic, orderly, and pitiless. Ruddy-furred, fanged, and muscular, they stand as tall as a large human. Although they are frequently found in the company of goblins, ogres, and other varieties of chaotic goblinoids, this is usually in a ruler relationship to them—hobgoblins thrive on order. A typical hobgoblin warrior wears mail and fights with shield and a sword, mace, or flail. Often they also carry halberds for fighting from the second rank of a formation, and a typical patrol will arm half their number with short bows. A squad will be lead by a sergeant. All will have horns to sound an alarm or summon aid. Hobgoblins are usually encountered as lone scouts and (rarely) scavenging deserters, squads patrolling their borders or on a military work detail, and in well-fortified lairs. They often settle and fortify where there are resources to be exploited, such as a mine, a timber forest, horses, or arable land. These resources are almost always worked by servant races or slaves, as such non-military menial labour is beneath the warrior class. Hobgoblins often domesticate fearsome creatures to serve as guards and to keep their workers terrified; examples include carnivorous apes and basilisks. Instinct: to subjugate and impose structure
- Fight in formation
- Summon reinforcements
- Drive the hordes before us according to plan
- Claim this place
-
Earth God Solitary, Huge, Stealthy, Divine, Intelligent, Cautious, Terrifying, Amorphous Crushing Stone (b[2d12+9] damage) 33 HP 7 armor Reach, Forceful, Ignores Armor, Near Special Qualities: The earth and rock around you begins to move and form into a monstrous creature of immense size and strength. The thinning planes have allowed ancient magic to seep into the material world. Because of this, nature itself is awakening and attempting to retake its place as the rulers of the earth. The earth god lies in wait on the "Broken Bridge" between North and South Vestuul. It's disdain for humanity is fierce and it will destroy any who attempt to pass without permission. Instinct: To defend the earth
- Lay in wait until intruders approach
- Appears as normal rocks and dirty when not engaged
-
Dungeon Harpie Solitary, Large, Stealthy, Devious, Intelligent, Hoarder, Planar, Terrifying Toxic Deceit (b[2d8] damage) 24 HP 0 armor Ignores Armor, Near These are foul, deceitful creatures. They feed off of pain and sorrow of human beings, so technically, they dont always desire to kill humans...but they certainly desire to hurt them. Using darkness as their ally, they send their voices, dark and sweet like molasses, into the minds of nearby humans. They like to try them near dark, shielded areas, where they can devour and torture their prey in private. They live alone, for they would otherwise kill each other. They are disturbing in appearance--the head and hair of a woman, eyes crusty with blisters and their mouths are cut around the edges, where they have screamed violent, hateful accusations with every fiber of their being, turning their prey deep down into shamed, horrified madness. They need the pain of humans to survive, and will often keep prisoners to torture for years until the human eventually dies naturally or, more likely, commits suicide. They keep to the shadows until they can use their appearance to frighten their victims, but if caught in the open, will use talons and piercing screams to tear flesh and stun, respectively. When outnumbered, they often self-mutilate, using their own pain as a last resort to gain a small amount of power to take down their attackers. They do not die naturally, but they can be killed. Their nature has a small amount of hope, but only a few in several million can lessent their hatred towards humanity. Instinct: It feeds on human pain to survive
- Uses its claws to tear flesh
- Feeds upon psychological pain
- Seeks to torture and kidnap rather than murder
- Seduces unknowing humans into a sense of safety before showing their true form and nature
- Uses darkness to conceal their appearance until they have no choice
-
Goblin Otyugh Wrangler Group, Small, Intelligent Wrangler (d6 damage) 6 HP 0 armor Close, Reach, Near A small number of goblins are tasked with keeping the otyugh fed with offal and corpses. They use long staffs with crescent-shaped ends to wrangle the creature when it pulls itself up from the pit. Instinct: Keep the otyugh fed
- Trip enemy up
- Hold enemy in place
-
Arcane Golem Group, Magical, Construct Lightning Fists (d8+2 damage) 14 HP 4 armor Close, Forceful Special Qualities: Crafted of stone and magics The guardians of the tower Instinct: Guard the tower
- Advance and destroy
-
Acolyte of the Wind Horde, Organized, Intelligent Dagger (d4 damage) 3 HP 0 armor Close The rank and file of the Cult. Instinct: to serve
- Sacrifice to their Master
- Call to the Children
-
Hargoth "The Hermit" Marlik Solitary, Magical, Intelligent, Terrifying Tyrant's End, his Greatsword (b[2d10+2] damage) 12 HP 2 armor Close, Reach Special Qualities: Feathered Horror Hargoth was once a renowned hero, the slayer of the tyrannical wizard-king of Agg-Ganoth. He took residence on the Talon to watch over the cursed ruins of the tower. However, he is now an old man, lessened from his once legendary stature and addled in the mind. Though his skill with weapons has not decreased much. Due to Achahkk's influence on the Talon, he has began the change to an Aviak and wishes to obey his Master's will and open the sky. Instinct: To serve Achahkk
- Fight like a man possessed
- Call upon the wind
-
Winged Swarm Solitary, Huge, Amorphous Beak and claw (d8+3 damage) 23 HP 3 armor Reach A cloud of Acchahk's children. They fly en masse, leaving nothing but picked clean bones in their wake. Instinct: To consume
- Tear with beak and claw