-
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.
-
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
-
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
-
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
-
Страж проклятого храма Solitary, Large, Divine, Construct, Terrifying Hungry rotten maw (d10+4 damage) 24 HP 2 armor Special Qualities: Strong in the place it guards, Hungry maw Instinct: to protect what it failed to protect
- Sate eternal hunger
-
Wyvern Solitary, Large, Intelligent poison tail stinger (d10+2 damage 1 piercing) 16 HP 2 armor The wyvern is vaguely dragonlike - with a long, lean, scaled body, a pair of large wings, but only two claws. The tip of the long flexible tail is set with a vicious stinger dripping with venom. The wyvern's teeth and claws are razor sharp. It is at least as long as two men are tall, and very flexible. Wyverns typically dwell in deep forests or on high cliffs. They hunt frequently, preferring smallish prey, but not minding the occasional human for dinner. They swoop in, snatch and retreat, taking the fewest risks possible. Typically they hunt alone, but their nests are often home to mated pairs, and sometimes to more than one nearly-grown offspring, as well as younger hatchlings. Unlike dragons, wyverns don't deliberately collect treasure, but will rarely discard the items their prey carried; a long-inhabited wyvern nest may have considerable "accidental" treasure nearby. Instinct: to seize prey and carry off.
- swoop in, sting with poison and vicious bite
-
Hieracosphinx Group, Large, Hoarder Claws and beak (d8 damage) 10 HP 1 armor Special Qualities: Flight A hawk-headed winged lion. Similar to a griffon, perhaps, but much more vile and evil in intent. Instinct: to eat the flesh of the warm-blooded
- Strike from above
-
Giant Slug Solitary, Large Bite (d10 damage) 16 HP 0 armor Near Special Qualities: Squeeze through tight openings Some might say that a normal-sized slug is gross enough, but to see one as large as a horse squeeze through a tiny opening in a cave wall and then spray all your friends with acid bile... Well, there's little scarier and more disgusting than that. Instinct: to eat
- Spray acid bile
-
Sharlax, The Sleeper Solitary, Huge, Divine, Magical, Cautious, Planar, Terrifying Claws, tentacles. (b[2d12+9] damage 2 piercing) 26 HP 4 armor Reach, Forceful, Near, Far Special Qualities: To look upon it is to gaze upon the horror of a world beyond mortal cares. A mass that sometimes takes humanoid form, a ever shifting writhing horror of wings, tentacles, teeth, and eyes. Instinct: To bring about destruction
- It sleeps...until that horrible day when it awakens.
- Mastery of water.