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Sharknado Solitary, Huge, Magical Flung shark (b[2d10+5] damage) 23 HP 5 armor Reach, Near, Far Special Qualities: Immune to weapons. The tornado part, not the sharks part. It's a tornado. Full of sharks. 'Nuff said. 'Nuff said indeed. Instinct: To destroy
- Fling sharks at things
- Toss things around with powerful winds
- Bring forth the terrible fury of nature. And sharks.
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Elite CorpSec Group, Organized, Intelligent Submachine Gun (b[2d8+2] damage) 6 HP 3 armor Close, Far Elite corporate security isn't something that every megacorp has, but when you go up against an AAA, you better expect to see some high-speed, low-drag operators who'll be called in to deal with problems like runners. Instinct: To protect the facility
- Neutralize intruders
- Call for backup
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Old King Celadon Solitary, Magical, Planar Tree branch strike (d12+2 damage 1 piercing) 16 HP 0 armor Close, Reach, Far Old King Celadon was an elven king from the ancient past. He developed powerful magicks that allowed him to steal the memories of others, and spent his days in isolation, recalling loves and triumphs and mundanities that weren't his own. Eventually, he forgot himself entirely, and succumbed to a madness that brought woe to his people, who rose against him and crucified him to the First Oak for his crimes. But like many ancient kings, his spirit is bound to the land, and can never truly be destroyed, only contained. Now a vengeful revenant, he occasionally gathers enough strength to be a menace to the peaceful people of the world, and great heroes must step forward to subdue and imprison him anew. Old King Celadon appears as an elf lord nailed to a great tree; his head lolled to the side, as if dead. In battle he is stationary, using the animated roots and branches of the tree as his weapons. Instinct: To escape his prison.
- Entangle with tree roots
- Cast a plant-related spell
- Commune with plants
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Old King Myrmiron Solitary, Devious, Intelligent, Planar Jellyfish claws (d10 damage) 16 HP 0 armor Close Old King Myrmiron was a triton king from the ancient past; a schemer who consorted with dark gods imprisoned in the deepest parts of the ocean. His people eventually grew weary of his heretical wickedness and beheaded him. But like many ancient kings, his spirit is bound to the land, and can never truly be destroyed, only contained. Now a vengeful revenant, he occasionally gathers enough strength to be a menace to the peaceful people of the world, and great heroes must step forward to subdue and imprison him anew. Old King Myrmiron appears as a headless triton wearing long kelp robes festooned with pearls. He has a pair of large jellyfish on his claw-like hands. His favorite tactic in combat is to transport his enemies to a small, undersea pocket dimension that resembles his coral throne room from the Days of Old. Though victims can swim to the surface of this tiny ocean, which leads to wherever he was originally encountered, it allows him to summon dangerous sea creatures to aid him in battle (which often appear by wriggling out of the gaping hole between his shoulders). Instinct: To escape his prison
- Summon sharks and eels.
- Paralyze foe.
- Create an oceanic pocket dimension.
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Sqoguinax Solitary, Huge, Magical, Intelligent Tentacle Mane (2d10+2b damage) 20 HP 1 armor Reach, Forceful Special Qualities: Bat-winged Flight, An Impenetrable Mind Part of the Menagerie of Moorlo, the Sqoguinax were created as part of the wizard's attempt to create a supreme form of life by mixing bits and pieces of the world's monsters. The Sqoguinax has the body of a huge white horse, which sprouts bat-wings from its shoulders. The head is replaced with that of a squid, its beak protruding awkwardly from the chest and tentacles flowing backward over the body to form the mane and tail. The Sqoguinax is fearsome in a battle, but prefers much larger morsels than humanoids for its meals. If unprovoked, it is more likely to offer an exchange of secrets. If treated poorly, its happy to rip the secrets from an unguarded mind, though it usually still completes the trade. Instinct: To trade secrets.
- Telepathically paralyze its prey.
- Probe their minds for secrets.
- Enfold them in tentacles.
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Plague Chirurgeons Group, Magical, Intelligent, Planar, Terrifying Bony claws (D8) 8 HP 1 armor Close, Hand Special Qualities: Revolting apperance It's long beak-like mouth is a parody of the plague mask and can vomit forth the foulest of stenches or grotesque parasites by the dozens. It's lesion marked skin is a sickly green to pale white, easily bruised and it's joints and ribs seem ready to gouge their way through at any moment as worms and less nameble things crawl under it's flesh. Whatever other worldly realm they originate from must be a mad parody of our own as they are often garbed robes and carrying reeking incense burners in mockery of men who seek to stem the tide of death and disease. Instinct: Infect the healthy, spread the plague
- Befoul the air around it
- Blight with fever
- Excrete foul parasites
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Ettercap Group, Stealthy, Devious bite (d6 damage) 6 HP 1 armor Close Ettercaps are humanoid abominations that prepare cunning traps to ensnare and devour many kinds of creatures, after biting them with their poisonous spider-like mandibles. They often have huge spiders as companions, just like humans have dogs. Instinct: To hunt and breed
- Spout a sticky web
- Lure a creature in a prepared trap
- Paralise a prey with poisonous bite
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Glasymer Wyrmling Group, Large, Hoarder Claws and Bite (w[2d10+3] damage 3 piercing) 10 HP 3 armor Close, Reach, Messy Special Qualities: Wings As their mother endlessly slumbers deep beneath the waves, they grow restless. Occasionally, a few of the siblings will find their way to the surface... looking for friends! Their elongated slender bodies easily measure 15 paces long (plus a tail) and are covered with beautiful bluish-green scales, all topped with a dragon-like head that hold a kind and playful smile. Unfortunately, that smile is made up of hundreds of razor sharp teeth, and even those pale in comparison to their foot-long rending claws. The problem is that they just don't understand how dangerous they really are. They just want to play with some travelers on the coastal road or some fishermen at sea. But a playful bite from one can easily rip off a limb... or worse. (Their attack represents them "playing". When they are angry, take the best of 2d10, rather than the worst, for damage when they attack.) Instinct: to play
- Find new friends to play with
- Play with friends, unaware of its own deadly strength
- Get very angry at those who won’t play
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Gorillaphantaur Group, Large, Intelligent Spear (d8+2 damage) 10 HP 1 armor Forceful, Near Half gorilla, half elephant, the mighty gorillaphantaurs rule the tropical plains they call home. They fight with their columnar forelegs and powerful claws, or else use a weapon instead of their claws (special thanks to Mark Chance, who created this creature for his trad game). Instinct: To defend its territory
- Trample
- Rend
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Stone-eye Stalker Solitary, Large, Stealthy, Devious Bite and claw (d8+2 damage 2 piercing) 16 HP 2 armor Few people have ever see one, even fewer lived to tell about it. A lithe body like a cat, maybe a panther, but larger. Its skin, streched tight over its bones, is made of stoney scales that blend into the granite like a chameleon. Its legs, of which it has eight! Each one tipped with dagger-like claws. On a long gooseneck, its head carries long teeth for sawing flesh. Even if you see it before it rends you to pieces, it will be too late, for its glassy eyes are so horrible that once you meet its gaze, you are frozen in place, an easy catch for the stalker of the badlands. Instinct: To petrify its prey
- Silently stalk its prey unseen
- Trick prey into meeting its stoney gaze
- Paralyze with its gaze