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Slithering Wet Horde, Tiny, Stealthy, Devious, Hoarder, Amorphous Watery Tentacle (d4-2 damage) 10 HP 1 armor Hand, Reach, Near "As long as the water is calm, you'll be fine. Just remember, whatever you do, whatever you see....don't disturb the water. I don't care if you think your own mother is drowning down there. Do Not. Disturb. The Water. Once you seem them ripples, that's when the things strike. It'll feel like a waterfall just got dumped on yer head, and then, they'll grab you by your ankles, and into the depths you'll go. Course, if you can't drown...well...I'm not sure what they'd do then." Instinct: To Drown Others
- Immobilize with a water jet
- Trick someone into disturbing the water
- Pull someone under the surface
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Empty One Group, Magical, Devious, Hoarder, Terrifying, Amorphous Icy, clawed hands (d6 damage) 17 HP 5 armor Close, Ignores Armor Special Qualities: Incorporeal, Despair Incarnate "Most people, when they die, take their soul to the Black Gates to be judged." "But the Empty Ones? They were robbed on their way. They've lost the one remaining possession they had, and they'll do most anything to get a new one." Instinct: Claim a soul, any soul, as its own
- Attack through objects
- Pull out a soul
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Dark Creeper Solitary, Large, Devious, Hoarder, Amorphous Vine Whip (d8+4 damage) 19 HP 1 armor Forceful, Near Special Qualities: Large Thorns A patch of gnarled, thorny vines hangs over the ruin's entrance. The dark color and large, hooked thorns should be enough to make any that approach quite wary, but if those are not enough, the bodies of the dead still entangled in its vines should be warning enough. The dead, however, are the lucky ones. Some folks say that after a Dark Creeper takes what it wants, it releases the victim, a mindless aberration desperate to find another soul, any soul, to keep as its own. Instinct: Drain Souls
- Entangle in thorns
- Drain an entangled soul
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Polar Bear Group, Large Claws (d8+3 damage) 14 HP 1 armor Forceful The northern variant of the common bear. These large creatures are territorial and will defend their young with their lives. Instinct: To hunt
- Bear hug
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Deepler Solitary, Small, Magical, Stealthy, Devious, Intelligent, Hoarder Thrown refuse (w[2d6] damage) 12 HP 4 armor Close, Far Yes, yes I know the like. Small scaly wrapped in a blue and hooded cloak? Yes. No, its not a he. Its an entire race. Yes. Twas one of the Deepler you saw. Solitary folk and greedy to boot. They find locales what are like to attract your sort. Then they creep about swiping the choicest bits and bobs to sell when some of your lot shows up. Where do they keep it all? Why in the cloak innit! Its said to be the source of their power. Is also why you can't just mug one. If you kill it there's no way to retrieve what's been stowed. Savvy? What you went in for's missing? Aye he's your culprit. Instinct: Take the most precious of treasures from the area
- Sell treasures for coin
- Dissapear into it's cloak
- Produce wonders from within it's cloak
- Come to an arrangement
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Deepler Solitary, Small, Magical, Stealthy, Devious, Intelligent, Hoarder Thrown refuse (w[2d6] damage) 12 HP 4 armor Close, Far Yes, yes I know the like. Small scaly wrapped in a blue and hooded cloak? Yes. No, its not a he. Its an entire race. Yes. Twas one of the Deepler you saw. Solitary folk and greedy to boot. They find locales what are like to attract your sort. Then they creep about swiping the choicest bits and bobs to sell when some of your lot shows up. Where do they keep it all? Why in the cloak innit! Its said to be the source of their power. Is also why you can't just mug one. If you kill it there's no way to retrieve what's been stowed. Savvy? What you went in for's missing? Aye he's your culprit. Instinct: Take the most precious of treasures from the area
- Sell treasures to adventurers
- Dissapear into it's cloak
- Produce wonders from within it's cloak
- Strike a bargain
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"Delphi" Terrorist Horde, Stealthy, Organized, Intelligent fire wand (b[2d6] damage) 3 HP 0 armor Close, Near These terrorists claim to be from Delphi and wield the traditional Delphian firewands, but are they really from Delphi? Something seems off... Instinct: to cause chaos in the name of Delphi
- Brandish weapon threateningly
- Cover all the exits
- Alert others to troublemakers
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Shadow of the Abyss Solitary, Magical, Stealthy, Divine, Intelligent, Planar, Amorphous Shadow Tendril (d12+2 damage) 15 HP 5 armor Close, Ignores Armor, Near Special Qualities: Shadow form, Invade minds The Abyss, an endless pit of despair hosts a terrible secret. The shadows of those who go there formed a collective conscientiousness that unfortunately is quite evil. This malevolent spirit wishes to leave its prison to cover everything in it's infinite shadow. For now, it lies and waits... Instinct: Cover all in darkness
- Engulf in shadows
- Manipulate shadows
- Knows all secrets
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Chaos Beast Solitary, Devious, Planar, Amorphous Natural attack (varies) (b[2d6+2] damage) 17 HP 2 armor Close, Forceful Special Qualities: no fixed form Looks like a giant frog with a tiger paw for a tongue. Beg pardon, but it is clearly a raven-winged salamander. Though I suppose now it is more of a snail, albeit one with a hundred tiny pincers. Whatever it is, I don't want it to touch me. Corporeal instability: When struck by a chaos beast, your physical form loses coherence and begins to shift randomly. You are confused (debility). You are slow, clumsy, mute, and lose the capacity to be forceful. The first time you are struck, you gain an amount of hold equal to your Wisdom. You may spend 1 hold to make a move. If you run out of hold, you become a Chaos Beast. If you Defy Danger (CHR), you can attempt to control your physical form. *On a 10+, your personality is strong enough to reassert your original shape and you can act without spending hold for a minute or two. *On a 7-9, your ability to manipulate your current form is sufficient to allow you to act without spending hold. However, your moves are restricted to what your current form could naturally achieve. *On a 6-, your form shifts again unexpectedly and makes the situation worse. Instinct: To strike randomly
- Spreads malformation
- Causes corporeal instability
- Changes unexpectedly
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Chasm Corvid Solitary, Large Beaky mandibles (d12 damage 1 piercing) 20 HP 0 armor Special Qualities: Wings Far away in the hollows of the earth - deeper even than orc or wurm will burrow - there you'll find the nesting spire of the chasm corvid, a beast of the elder days which yet survives to plague us. Ten eyes - no, a dozen! All glowing red like gems of fury. Great flapping black wings over a maw split sidewise like a bug's. Four legs (count 'em!) each armed with cruel talons. Yet they say the one who knows the Ancient Magics may command this beast to serve as a steed. Almost makes you want to take up pick and torch, don't it? Just be wary, or you'll end up feeding its hatchlings. Instinct: to bring fresh meat to its young
- Haunt the dark places under the earth
- Obey the wielder of the Ancient Magic
- Carry them high, then drop them