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Teuthid warrior Group, Organized, Intelligent, Cautious, Planar, Amorphous Hoko, scimitar, and flail (b[2d10+2] damage 1 piercing) 9 HP 4 armor Close, Reach Special Qualities: Aquatic The Teuthids are a race of squid-men from beyond the inky void who worship the pitiless archon Cephaloteuthis. Their society is divided into a strict caste system, and each of their warriors is a walking armory capable of hacking down and fending off bunches of foes simultaneously. A typical Teuthid warrior wears a helm and fights with a hooked spear, whirling scimitar, and spiked flail at the same time, while actively turning aside blows with a shield. Instinct: Serve Cephaloteuthis to the death
- Smite multiple foes with whirling arms and blades.
- Summon nearby allies with a blast from a black conch shell
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Teuthid spy Group, Stealthy, Intelligent, Cautious, Amorphous, Planar Strangling tentacles (d8 damage 1 piercing) 9 HP 3 armor Close Special Qualities: Aquatic The Teuthids are a race of squid-men from beyond the inky void who worship the pitiless archon Cephaloteuthis. Their society is divided into a strict caste system, and their scouts are adept at stealth and subterfuge. Instinct: Serve Cephaloteuthis to the death
- Hide in an cloud of inky spray
- Attack from cover
- Retreat when position is discovered
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Iron snail Horde, Small, Cautious Barbed feelers (d4 damage) 3 HP 6 armor Hand Special Qualities: Aquatic, Amphibious Ranging from the size of a hamster to that of a dog, these gastropods are kept as guard animals by mer-people; but they're just as happy to serve the alien Teuthids. Unlike their garden-variety cousins, their skin is leathery and studded; yet they can still find a chink in plate armor and push their mouths inside to eat the wearer. If overwhelmed, they can pull their bodies into iron shells and become nearly invulnerable. Their scooped-out shells can be used as make-shift shields in a pinch, though heavy. Instinct: Consume flesh slowly
- Insert head and mouth into someone's weak point
- Retreat into iron shell
- Menace someone by advancing slowly
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The Vermin Fleshmass Solitary, Large, Terrifying, Amorphous Bites and Claws (d10 damage) 16 HP 1 armor Piercing 1 This poor amalgamation of creatures can only be created by those who are demented of have an alien mind. It appears as a spherical shaped flesh-woven mass of rats, mice, squirrels, badgers, beavers, weasels, a fox, and other creatures of the forest. The hunger of these creatures is insatiable and they will feed until they're put down or nothing is left. Instinct: To consume flesh
- Roll over and Consume
- Maddens all who view
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Electric sea jelly Horde, Small Pulse (d4 damage 1 piercing) 3 HP 0 armor Close, Ignores Armor Special Qualities: Aquatic Greedy tentacles snake down from the quivering phosphorescent curtain below its translucent umbrella-shaped body that quivers with electricity. Beware! It's dangerous to touch or attack the electric sea jelly with hand weapons while they are charged. Each has its own pattern of pulsing on and off. These neon-like aquatic creatures are not as mindless as they may at first appear. Sometimes, a swarm of jellies can coordinate into a primitive brain with alien intelligence capable of working spells. Instinct: To consume
- Stun someone who touches or attacks it with an electric jolt
- Hover ominously in the way
- Move into a bloom formation with other jellies to develop otherworldly intelligence
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Coin Monster Solitary, Small, Magical, Devious Bite (b[2d6] damage) 12 HP 0 armor Close Instinct: to eat coin
- This monster eats coin for fuel
- Can make coins weigh 100x at will
- It can pin you to the floor with your coin until you die or give up.
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Void Wisp Group, Tiny, Intelligent, Planar, Amorphous Void blast (d8-2 damage) 9 HP 1 armor Hand, Ignores Armor, Near, Far Special Qualities: phase in and out of reality Void Wisps are beautiful, translucent orbs of wispy tendrils that flow and writhe as if in winds that aren't there. They have a subtle iridescent glossy sheen and are about 2–3 feet in diameter. Adding to their strangeness is the fact that they don't make any noise. Frequently their victims scream in agony or whimper in despair, but this creatures themselves are completely silent no matter what they are doing at any given moment. Instinct: Destroy the living
- Hover above the battlefield
- Terrify with a touch
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Zikri Visionary Solitary, Magical, Intelligent, Hoarder Biting teeth spell (d8 damage) 12 HP 4 armor Close, Ignores Armor, Near, Far Someone has to lead the Zikri and they only follow the Visionarys. The visionarys follow the great crocodile-king and his dreamvisions. The great crocodile-king is hungry and demands sacrifice. Beware Instinct: To realize the Crocodile King's dreamvisions
- Lead Zirki to greatness
- Summon a Crocodilian
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Zikri Thrower Group, Stealthy, Hoarder Sharp Ironwood boomerang (b[2d8] damage 1 piercing) 6 HP 0 armor Close, Near Zikri -- the head-hunters who normally keep to their swampy homelands. The only time they come out of the deep swamps is when their vision-quests dictate some foreign task. But I've never heard of more than a pair of them traveling the high-roads together. Something strange is going on, to be sure. In any case, there are a lot of dead folks who made the mistake of thinking that just because they craft all their tools from wood, cane, bamboo, etc, that they aren't very dangerous. These female warriors are armed with sharpend boomerangs made out of ironwood and are experts at throwing them, even two at once. Instinct: Show her skill
- Attack two targets at once
- Pretend to miss and attack on the rebound