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Lea, rogue artificer Group, Stealthy, Magical, Intelligent Crossbow (d8 damage) 6 HP 1 armor Close, Near, Far An artificer turned rogue after the great war, now a mercenary for the highest bidder. Instinct: to get rich
- use an annoying device
- jump away with rocket boots
- use a wand to cause mayhem
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Xha, flying dinosaur Group Claws (d8+2 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Wings (can fly) A flying dinosaur with vicious claws, mount and companion of the halfling Maro. Instinct: to protect its master
- Attack from above
- Carry someone away
- Fly out of reach
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Maro, Halfling Barbarian Group, Small, Intelligent, Hoarder Giant (for a hafling) axe (b[2d8+2] damage 1 piercing) 6 HP 2 armor Close, Forceful Maro is a halfling barbarian from the Talenta plains, a hired blade almost as feral as his dinosaur mount. Instinct: to prove himself the fiercest
- Go berserk
- Cause an opening for Xha
- Scream menacingly
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Batrachian Horde, Small, Stealthy, Organized, Hoarder, Terrifying Stabs or tosses a spear at you (d6 damage) 3 HP 1 armor Close Special Qualities: A swollen, warty humanoid toad covered in swamp-filth Batrachians are a fiercely territorial race of froglike humanoids who dwell in remote swamp-lands. They form tribes of a hundred or more and are ruled by elder shamans. Batrachian villages typically consist of wooden structures raised above the swamp on tall stilts, or built into the nearby trees. Each of their towns has a shrine built around a statue: a massive frog with four eyes and course spikes projecting from it's back. This is believed to be a likeness of the Batrachian god, Anurus. Batrachains wield poisoned spears and bows in combat, bursting out from beneath the water's surface and attacking from all directions as the deafening sound of their croaks fill the air. Instinct: Violently defends it's swamp-village
- Croaks and throws it's spear at you.
- The tip of it's spear is covered in poison!
- Croaks loudly, alerting others to the party's presense.
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Petal Pygmie Horde, Small, Stealthy, Devious, Organized, Terrifying, Amorphous Flesh-tearing teeth (d4 damage 1 piercing) 14 HP 1 armor Close Special Qualities: Bloodless, egoless, Disfigured child-like body "By Redjek's Moldy Mange, what's a boy of his age doing out here?" "Best we leave it, Father. I don't like the wind." "Nonsense." "It don't smell right." "Why, look at him - he's bones. Dear King-Above, his face. It's covered in scars!" "Father, really think we oughtta - " "Come here, boy. We won't hurt you. We're but simple adventurers." "Father, there's something out there." "I think I have some rations somewhe- Good lord!" "Get back!" "Its face! What's wrong with its face?!" Instinct: To serve the Bloodroot
- Latch on to their face
- Use the jungle as a weapon
- Unrelenting pursuit
- Telepathic spores
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Pyr, Forgotten Fire Lord Solitary, Large, Magical, Planar, Amorphous Fire (b[2d12+2] damage) 23 HP 5 armor Reach, Ignores Armor, Near Special Qualities: flaming Far from the lands of men, a forest fire burns. It burns merrily. It burns brightly. At the heart of the fire, Pyr cavorts and basks in its radiance. Instinct: To sear the strong
- Lash out with fire
- Fill an area with fire
- Act clairvoyantly
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Icthus Solitary, Large, Devious, Amorphous Tentacle Smash (b[2d8] damage 1 piercing) 19 HP 2 armor Reach, Near Special Qualities: limber tentacles (4-8) Living in hot springs or warm shallow pools, the Icthus uses its leech-like torso to attach itself to the rock bed of a hot spring, lying in wait for prey to come and enjoy the warm water. In addition to several limber and strong tentacles, the Icthus can assail its victims with the combustible eels that frequent hot springs. It drags adventurers beneath the scalding water, into the gaping maw of rows and rows of leech-like teeth. Instinct: To Feed
- Grasping Tentacles
- It draws people in to consume them.
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Whatsit Solitary, Stealthy, Intelligent, Terrifying Long, strong fingers (d8 damage) 12 HP 2 armor Close, Near Special Qualities: Manic smile The whatsit live on rooftops and watch for cats to snatch. Stray cats, pet cats, mousers, and temple cats. Even familiars are a source of food for these nimble, long fingered menaces. They have even been known to snatch kittens out of the hands of children before hopping clear to a nearby rooftop. Instinct: to steel cats
- Leap high in the air
- Dash about with blinding speed
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Lemure Group, Magical, Organized, Intelligent, Incorporeal, Terrifying Cold touch of death (d8+4 damage 1 piercing) 11 HP 4 armor Close, Forceful, Ignores Armor Special Qualities: A shade that takes on the form of the death the body endured, Cannot be touched by mundane weapons Spirits of the unquiet dead, Lemures are spirits of vengeance and retribution. When a person dies unjustly, is murdered in a grisly fashion, or simply passes unmourned, they can give rise to a Lemure. Lemures are keen and deadly foes and are known to whisper the terrifying secrets of their death to their victims. Any living creature who hears these secrets will rise as a Lemure after their death as well. Instinct: To bring forth retribution
- Fly in the darkness
- Create an unnatural darkness
- Animate Skeleton Horde as an act of final retribution
- Its whispers rend souls from bodies
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Canopic Corpse Solitary, Stealthy, Devious, Intelligent, Terrifying, Amorphous Claws of bone (b[2d8+4] damage 4 piercing) 23 HP 1 armor Close, Forceful Special Qualities: Can remain motionless indefinitely, Moves without sound The botched creation of a mad Egyptian seeking a way to eternal life, the Canopic Corpse is a terrifying creature to behold. A creature cursed by a wound from a Caonpic Corpse will quickly succumb to the disease, growing pale and sickly. Eventually they will begin to vomit forth ichor and eventually will expunge their stomach, intestines, lungs, and liver. Once these organs are expunged (oftentimes left hanging from the creature's mouth until some form of violence rips them free), the conversion to a Canopic Corpse is complete. The creature will then scrape away the flesh on its hands to expose razor sharp claws and begin its hunt for human flesh. Instinct: To consume
- Strike from shadows
- Can appear as a corpse or as a living man
- It transmits the condition through the wounds it makes