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Reynard Solitary, Stealthy, Intelligent Precision weapons (d8 damage 1 piercing) 12 HP 2 armor Close, Fast Special Qualities: Acute senses, Never surprised, Nightvision Half-man, half-fox the Reynards are found in most large human settlements. Living on trickery and deceit, they can prove formidable foes if one is to discover their true nature. Most Reynards will live a peaceful life without anyone knowing they weren't human. They are usually found alone and wear cloaks to hide their fox heads. Instinct: Trickery and misdirection
- Masters of trickery and disguise.
- Lure characters in devious traps
- Cunning fencers
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Ancient vampire lord Solitary, Magical, Stealthy, Devious, Intelligent, Cautious, Hoarder Immensely powerful blows (b[2d10+2] damage 3 piercing) 20 HP 7 armor Close, Forceful Special Qualities: Unphased by mundane weapons; preternaturally keen senses; immortal patience and wisdom; powerless in sunlight Older than the Flood, this ancient fiend has seen the rise and fall of civilization after civilization. Always it lurks, just out of sight and mind of the mortals that serve it and serve as its prey. It weaves plots like a spider weaves webs, ever expanding its influence yet always remaining hidden. Over the ages, it has twisted entire cities into naught but its pawns and feeding grounds. Yet do not think this some feeble puppetmaster. When cornered or (rarely) surprised, it is shielded by layers of arcane wards woven over centuries. And should you manage to draw its ire with your impudence, miserable sack of flesh that you are, be prepared to face the fury of Hell itself. Instinct: To rule the living and the dead
- Suck the blood, life, and free-will from its victims
- Cloud the minds of mortals
- Summon mists or creatures of the night, or transform itself into such
- Move with impossible speed
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Bey, Lizardman Gladiator Solitary, Stealthy, Intelligent Serrated Blades (b[2d10+2] damage 1 piercing) 12 HP 2 armor Close, Near Captured in the far-off deserts. Kills in the nearby arena. Instinct: to spill blood
- Hamstring and Retreat
- strike unexpectedly with a tail blade
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Squidley Unicorn Solitary, Huge, Divine, Planar, Amorphous Tentacle Wave Slam (d12+3 damage 1 piercing) 33 HP 2 armor Reach, Ignores Armor, Near Less a creature and more an interplanar event, the Squidley Unicorn will overthrow any aquatic ecosystem it inhabits. While it possesses the upper body and back of a massive, glittery unicorn, the bottom half is a writhing mass of hideous tentacles. Thankfully, Squidley Unicorns tend to phase into a body of water during some random, celestial event, dematerializing when the stars change again. Instinct: Dominate lakes and rivers
- Tentacle Wave Slam
- Cosmic Sparkle Tentacle Strike
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Hampire Solitary, Small, Intelligent Fang-snout (b[2d10+2] damage 4 piercing) 16 HP 0 armor Close, Far Special Qualities: Hide in plain sight Hunters both covet and fear the dreaded hampire. This undead menace preys upon the blood of swine, but because human and pig blood are so similar, mankind is a target as well. The hampire can hide in plain sight and launch attacks by flying through the air at high velocity. It's soft, pink form is a mere sheath for a whirlwind of insanely sharp fang-tusks that can slice through anything. Despite the danger they pose, their unholy blood bacon is a delicacy across the land. Instinct: Snort blood!
- Ultra-fang-tusk-gore
- Unholy flight
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Clockwork Dragon Solitary, Huge, Construct Claws and Teeth (b[2d10+7] damage 1 piercing) 28 HP 4 armor Reach, Forceful Special Qualities: Resistant to magic, Poisonous breath, Immune to mind-control magic The clockwork dragon is a machine built long ago by ancient magic. Though it lacks the intellect of its living brethren, it makes up for this with its near-indestructible body and razor-sharp teeth and talons. In addition to its melee attacks, it also has the ability to breath a cone of noxious poison. A clockwork dragon is never demoralized and will relentlessly attack until completely destroyed. Instinct: to guard
- Attack with claws and teeth
- Breathe a cone of poisonous oil
- Rend through armor
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Land Shark Solitary, Large, Terrifying Bite (b[2d10+4] damage 2 piercing) 16 HP 5 armor Forceful Special Qualities: Can swim underground in the sand as if it was water, Its huge maw full of sharp pointy teeth as well as the fin you see sailing above the sand as an ominous sign that you are about to be lunch. The land shark is a large creature that has terribly sharp claws and huge maw full of razor sharp teeth and, it looks very similar to a shark crossed with a turtle as the top part of this body is covered in an almost stone like plating. Its slow on top of the ground but glides effortlessly beneath it. It is constantly seeking its next meal and is often drawn by the sent of blood from miles away. Instinct: To feed on living things
- its and eating machine
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Mythrandiadeath Solitary, Large, Intelligent, Cautious, Hoarder, Construct, Terrifying Giant Hammer (b[2d12+4] damage 3 piercing) 20 HP 4 armor Forceful, Ignores Armor, Near, Far Special Qualities: Made to destroy, Disturbing face Instinct: Seek out evil
- Smash things
- Breathe noxious breath
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Morlock myrmidons Group, Intelligent, Cautious Rusty sword (d8 damage 1 piercing) 6 HP 5 armor Close Instinct: to guard faithfully
- Guard Morlock things
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Subterranian Locusts Horde, Small, Organized Bite (w[2d6] damage) 3 HP 1 armor Close Special Qualities: nauseating spit Subterranean locusts resemble giant 2’ or 3’ long grasshoppers, and are the color of stone. They primarily eat plants and all kinds of fungus that grows underground, and are immune to the effects of yellow mold and other poisons. Subterranean locusts are prone to panic, and will typically jump up to 60’ away if they sense a disturbance. This haphazard sudden flight, however, can be in any direction. They will accidentally flee in the direction of the group half the time, and can slam into a creature. A locust does not stay to fight, but flees in such an instance. Sometimes, if the locust is attacked, it will create a high-pitched whine that can gain the attention of other monsters in a labyrinth. If forced into combat, the locusts may produce a brown, sticky spit that they propel to 10’ away. The attack bypasses armor but does no damage. If struck, the opponent becomes incapacitated due to the horrible smell of the spittle. This lasts for a short time before the opponent becomes immune to the odor. The spittle must be rinsed off or any creature that comes to within 5’ of a spit-soaked creature is subject to the same vomiting reflex. Instinct: to be left alone
- Swarm in areas with fungus
- Make locusty noises to attract other monsters