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Thorny (Vegepygmy Hound) Group, Small Thorn Claws (d6 + d4 damage) 11 HP 1 armor Close, hand Special Qualities: Piercing weapons do only 1 damage. These creatures are quadrupedal versions of their Vegepygmy masters. Their bodies are comprised of vegetable matter with a hard outer layer of matted plant material. Their claws and teeth are long, wicked thorns. A band of Vegepygmies has 0-2 Thornies. Instinct: To obey Vegepygmy commands.
- Blends into natural backgrounds.
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Green Vegepygmy Horde, Small, Organized, Hoarder Thorn claws (d4 damage) 6 HP 1 armor Close, hand Special Qualities: Piercing weapons do only 1 damage. Vegepygmies are vegetable creatures of low intelligence. They organize themsehes into regional bands, living by scavenging and hunting. Meat forms their diet and they will eat it no matter what its condition. The green variety is 2 feet tall, with thorn like claws and fingers like tendrils. They occasionally wield crude stone and wood weapons. They travel in packs of 4-12. Instinct: to devour meat and carrion.
- Lure victims into shrieker patches.
- When a band of vegepygmies' morale breaks, they call for their chieftan. (12HP, 2 armor, 2d8 damage, keep highest)
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Duke Adris Solitary, Small, Stealthy, Organized Run away (w[2d8] damage) 12 HP 0 armor Close Duke Adris is a weak willed and greedy man, controlled by the Queen of Hyberoth through her emisary, Valshan. The Duke likes his world well controlled and orderly and can not stand to have it disturbed. Instinct: To make money
- Declare you enemies of the Crown.
- Pretend to like you as long as there is a use for you.
- Call the City Guard to seize you.
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Bloodsail Pirates Horde, Small, Stealthy, Organized A rusty cutlass (d6+2 damage) 3 HP 0 armor Close The Bloodsail Pirates are a starving lot of murderers and thieves. Their ranks have swollen in recent days due to the folk around Danbury being desperate from the high taxes. Instinct: To plunder
- Swing from nearby objects at you
- Trick, trap, or deceive you
- Call out for fellow pirates
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Corpse Armor Crawler Group, Large, Devious, Cautious, Terrifying Raptor-like forelegs (d6+2 damage 1 piercing) 14 HP 2 armor Forceful Special Qualities: Expose corpse armor for defense, large insect Corpse armor crawlers would resemble common garden aphids- if they weren't covered in the still living bodies of their prey. These fearsome creatures grab their prey with their forelegs, clawed like a bird of prey, and inject a paralyzing poison into the captured creature. The bodies appear so lifeless as to usually be thought as corpses, as the beast places it on its carapace. The crawler will defend itself by exposing one of the corpses to attacks. Corpse armor crawlers have no compunction against scavenging, either. If they encounter a dead or dying creature, they'll store it on their carapace for defense and food. If one comes across a battlefield, their armor can look especially horrific. These crawlers live in darker areas, in tunnels or dark parts of the forest. They will often venture out into brighter areas to hunt or scavenge, but return to the dark to feed and nest. Instinct: To protect itself
- Armor itself with a corpse
- Inject poison into pinched prey
- Grab its prey with raptor-like forelegs
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Starfall Echo Solitary, Intelligent, Planar, Terrifying, Amorphous razorsharp scythes (d10+4 damage 1 piercing) 19 HP 4 armor Close, Forceful Special Qualities: body of Starfall matter this beast is made of animated and sentient Starfall matter. the Main mass will create an Echo to retrieve any "Stolen" remnant pieces. Usually the first signs of its presence are the slaughtered remains of adventurers that have picked up or scavenged pieces of Starfall in their journeys. Instinct: recover stolen Starfall fragments
- this is an animated mass of Starfall
- track starfall remnants
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Corrupted Wretch Horde, Organized, Hoarder garden and farm tools (d6 damage) 7 HP 0 armor Close created where the Starfall has infested the local water supply, these simple village and townsfolk have been altered to serve the alien menace. Instinct: Serve the Starfall
- mill about mimicing its former life.
- unearthly howl
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Lesser Corrupted Cur Group, Small, Magical, Organized, Terrifying Vicious Jaws 1d8+2 damage) 10 HP 2 armor Close Special Qualities: the Starfall growths that stud its body this starfall infected cur has an abnormally large mouth, filled with abnormally sharp teeth, and possesses an abnormally large appetite. Instinct: Feed, Protect the Starfall
- eat things larger than itself.
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Fetid Kraken Solitary, Huge, Cautious, Terrifying Hooked tentacles (d10+7 damage 1 piercing) 28 HP 4 armor Reach, Forceful, Near Special Qualities: decaying flesh Deep beneath the cities, in the places where sewage and filth collects lives what has been known to be called a kraken. It is, of course, not a true kraken of the ocean depths, but certainly a similar beast. Its life is a sour one, living among the garbage. It consumes what it can from the sewage, and uses the rest for it to hide beneath. It is quick to recognize anything living arriving near its den, for the taste of the living is much sweeter than anything flushed into the sewers. It seems unlikely that such a beast truly lives- perhaps allowed to continue through some necromancy or other magical means. Instinct: Draw into the filth
- Wrap in decaying tentacles
- Pull under a sea of filth
- Bat away with tentacles
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Wall Master Solitary, Large, Devious, Construct, Terrifying, Amorphous Clenching fingers (b[2d8+2] damage) 27 HP 1 armor Forceful Special Qualities: created to defend the dungeon from intruders, appearance of a giant dismembered hand Created by some long dead worker of the arcane, wall masters appear seemingly from the walls they are named from. They grab hold of those they wish to remove from their domain, one by one, carrying them away. Sometimes this brings the captured invader to an entrance, but not always. More devious instructions include taking the invader deeper into the dungeon- to a more dangerous area -or simply separating a group from each other. Instinct: Separate
- Appear from a dungeon wall without warning
- Teleport a captured foe to an entrance or another part of the dungeon