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Hivemind Adventurer Group, Stealthy, Intelligent, Hoarder, Planar, Amorphous Infected Blade (b[2d8+4] damage) 17 HP 2 armor Close, Forceful Special Qualities: Spore Death burst Instinct: To spread the mold
- Scheme
- Synchronize with the mold infestation
- Travel the Warren of Life
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Wrymlord Koth, Male Bugbear Sorcerer Group, Magical, Organized Cast Magic Missile (d8 damage) 8 HP 2 armor Close, Ignores Armor, Near Will use Ray of Enfeeblement on melee targets. Will cast Lightning Bolt if targets align. Prefers Magic Missile over using his morningstar Will flee if the fight goes south. Instinct: To rise in the ranks
- Flee from losing battles
- Cast Lightning Bolt if enemies line up
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Dija Palsja (Witch) Solitary, Magical, Stealthy, Intelligent, Terrifying Curse of Agony (8D4 damage, no wounds) (d12+2 damage 2 piercing) 30 HP 4 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: Read minds, steal weapons, use shortcuts and secret passages Dija is a crooked, hairless old witch dressed in a dark purple hooded robe. The hood makes it almost impossible to make out her face, which is a good thing. Due to being hundreds of years old, her body is decaying, so she wears the skin of the people she eat.She travels around looking for other witches and wizards, which she then ritually kills and devours to gain their powers. Instinct: Skin people, gain power, spread fear
- Threaten danger to all those nearby (-Defy danger)
- Cast illusion spells
- Wreak havoc
- Control minions
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Six-Headed Hydra Solitary, Large, Hoarder Bite, grapple (d10 damage) 18 HP 0 armor Near Special Qualities: Regrow heads The Six-Headed Hydra prefers aquatic locations. It hoards and protects gold and other valuables. Someone who spots the Hydra's loot but doesn't spot the Hydra lurking below the water is in for a terrible surprise. If 3 Damage is dealt to a head the head is severed. If fire is not used to sever the head or is not applied to cauterize the wound then two heads will grow in its place. Grow heads on the next 6-. Add 6HP when the two heads grow. At 12 heads the heads fight with each other instead of continuing to attack adventurers as long as they don't attack or go after the loot. At two heads its intention is to flee. Leaving the loot behind. Instinct: To hoard. To eat.
- Drown and Devour.
- Regrow Heads
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Paper Dragon Horde, Small, Intelligent, Construct, Amorphous Claws and Fangs (b[2d8+2] damage) 10 HP 1 armor Close Special Qualities: Spear Tail, Cast a Scroll Magic A dragon made of magic scrolls. Great golems, messengers and familiars. Instinct: Serve the master
- Paper Tear Them
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Nihiletic Aboleth Solitary, Large, Magical, Divine, Devious, Intelligent, Planar, Terrifying, Amorphous Ethereal Tentacle (b[2d10+6] damage 2 piercing) 27 HP 5 armor Forceful, Reach, Ignores Armor Special Qualities: Echo of the Void The ocean turns dark from the purple light, and a green, toxic smoke fills the sea breeze. A big shadow lurks on the poison waters. It rises. A skull medusa snake with three eyes, one on top of the other. A twisted colection of sharp fangs. Four tentacle barbs. They fire their cannons, but they pass through the beast as if it's not from this world. It isn't. Instinct: Bring the world to nothingness
- Spread the influence of the Void
- Feed on the slaves
- Enslave a thinking mind
- Turn to nothing
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Nihiletic Zombie Horde, Planar, Terrifying Ethereal pound (d8+4 damage) 11 HP 0 armor Close, Forceful, Ignores Armor Special Qualities: Echo of the Void A green smoke, a purple light. Those green fish-skinned zombies were made by an Nihiletic Aboleth to bring the world to nothingness. Instinct: Bring nothingness
- Hit like nothing matters
- Turn to nothing
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Scythe Falcon Group, Tiny, Hoarder Razor Wing (b[2d8] damage 2 piercing) 6 HP 3 armor Hand Special Qualities: tandem attack Of all the small animals of the Scarred Lands, none is quite so feared as the scythe falcon. Unlike other small animals that could pose a danger to intelligent races, the scythe falcon energetically seeks prey of virtually any size. Because it is armed with extraordinary natural means of attack, an encounter with the bird is inevitably a dangerous one. Like most falcons, the scythe falcon is a very fast flyer. In fact, it is one of the fastest animals in the world. Its sleek feathers are normally brown, although the most notable (and most dangerous) feature of the scythe falcon is a razor-sharp ridge of bone that is forward-facing along the length of its wings. This bone is featherless and cuts through flesh as easily as it does the wind. Scythe falcons mate for life and are frequently encountered in pairs. Unless the pair has young that must be guarded at a nest, they always hunt together. Typically, an attack involves the pair swooping in at great speed from a tremendous height. First, one falcon swoops by. If its dismembering attack is successful, the second bird does not attack but instead grabs hold of the dismembered limb and carries it away. The birds then speed toward their nest, while on the ground their victims are still trying to react or determine what happened. If the first falcon's attack is unsuccessful, the second bird also attacks. They generally continue thusly until they are able to make away with a meal. When they attack smaller prey such as mice, they shun their wing attack and simply scoop their prey from the ground with their claws. Beyond the danger they pose, scythe falcons often inadvertently cause other trouble. It is not unknown for attacked merchants or adventurers to write off the loss of an arm but be unable to stomach the loss of a valuable or magical ring that might have adorned said limb. Therefore, the nests of scythe falcons are often sought by those in the hire of such merchants, or by those simply hoping to find an usual item perhaps lost by another. Game Masters should feel free to add a handful of interesting items to a nest, including items from other beasts of the Scarred Lands, such as a pegasus hoof or a charduni hand still clutching a warscepter Instinct: to slice the clean flesh off of your body, and carry it away.
- Swooping in to slice off a meal
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The Shield Toad Solitary, Large, Cautious Sticky tongue and crushing jaws (d12+4 damage 1 piercing) 20 HP 4 armor Forceful, Reach An ancient, monstrous amalgamation of toad and snapping turtle, it will stop at nothing to defend its territory (and the treasures to be found on unwary travelers whose lifeless bodies have long since sunk into the mire). Instinct: To ruthlessly defend its home turf
- Crush foes in its monstrous jaws
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Swamp Tendril Group, Devious Tendril Whip (d6+2 damage) 4 HP 0 armor Close, Reach Each tendril is like a tentacle of vines and mud, spreading out of swamp like veins. Instinct: To protect the swamp
- Grab any living creature that gets too close
- It can pull people under water