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Ashen Slime Group, Small, Terrifying, Amorphous Sludge (d8 damage) 13 HP 3 armor Close, Reach, Near Special Qualities: It has bits and pieces of people and animals sticking from it. Instinct: To grow and create more slimes.
- Attempts to absorb people
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Wildfire Phoenix Solitary, Huge, Divine, Magical, Devious, Intelligent Billowing firey wings (b[2d10+7] damage) 26 HP 0 armor Reach, Forceful, Near The Wildfire Phoenix is question has been warped and corrupted by an unknown force. It was wrestled down and locked away under the island of Lor'Jin. But the Misral Mining Company has forced it free, by accident, and now it wreaks havoc above. Instinct: to burn the land and create an ideal nesting ground.
- Flys by and pecks down
- It can produce a beam of concentrated fire at a single person.
- When it slices into your flesh, it will leave a searing pain
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Vale, the cut-purse Horde, Small, Stealthy A hidden knife (d6 damage) 3 HP 2 armor Close Vale is a handsome gnome woman that Boris has thrown out many times for thieving too openly, she has gotten very good at hiding her thefts. Instinct: To walk away unnoticed
- Cut a person's purse while they are distracted
- Stab you in the back (d8)
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Boris, the bull-headed Solitary A notched and weathered club (b[2d10] damage) 16 HP 1 armor Close Boris is not called "bull headed" for no good reason, and he brooks no arguments when he sees someone that he thinks is up to no good. Instinct: To keep the peace in the Great Wine Inn
- Move quickly to stop trouble
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Valshan's Guard Group Slash with a sword (d8 damage) 6 HP 4 armor Close Valshan's guards wear no insignia and all dress in different manor but they can be identified easily by the fact that they all wear some item of green and some item of purple, the Hyborian colors, and all have matching, simple swords. Instinct: To protect Valshan at the cost of their lives.
- Close Ranks around Valshan
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Tsathoggua Solitary, Large, Magical, Divine, Intelligent, Hoarder, Planar Uncanny claws (d12+2 damage 1 piercing) 26 HP 4 armor "He was very squat and pot-bellied, his head was more like that of a monstrous toad than a deity, and his whole body was covered with an imitation of short fur, giving somehow a vague suggestion of both the bat and the sloth. His sleepy lids were half-lowered over his globular eyes; and the tip of a queer tongue issued from his fat mouth." --Clark Ashton Smith, The Tale of Satampara Zeiros. Instinct: To find a quiet place
- Laughs at annoyances
- Masters terrestrial flesh
- Uses ultra-telluric metals
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Side-Stepping Assasin Solitary, Magical, Intelligent, Hoarder Long Knife (b[2d10] damage 1 piercing) 12 HP 1 armor Close, Near This killer for hire has mastered the ability to enter and leave the side realms -- a pair of parallel worlds almost like ours (one lies to the "left" and one to the "right"). While in either of these side realms, they can see dimly into out world. When their victim appears, they slide back into our world and attack by surprise. When confronted, they vanish into a side realm until their opponents lower their guard. If necessary, they can escape by traveling in a side realm for any distance before returning to our world, although the side realms have their versions of the dangers of Dungeon world. They can take one person with them when they leaves or enters a side realm. Instinct: Kill its target
- Appear from the a side realm and attack
- Vanish into a side realm
- Drag someone into a side realm
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Rock Trogolodyte Group, Hoarder, Terrifying crude stone axes and spears, salvaged iron and steel weapons (d8+4 damage) 10 HP 2 armor Close, Forceful Special Qualities: Resistant to Mind affecting spells, Stealthy like a hunched, matted-furred humanoid, possessing rudimentary intelligence, a pack mentality, and the last vestiges of intelligence, Rock Trogolodytes swarm out of nests in the high mountain passes where the lost cities still stand hidden away. Attacking during the day or night they are a fearsome, if primitive, threat. Instinct: Kill, eat, loot shiny objects
- Leaping down onto passersby
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Scientific Necromancer Solitary, Magical, Intelligent, Terrifying Death Ray (d10 damage) 16 HP 1 armor Close, Ignores Armor, Far Special Qualities: Their skin is gray, they don't breath and they radiate unnatural cold The Scientific Necromancer is a student of Death and its associated magic and science. He or she strives to conquer death itself, to break down the very barriers between life and death, to make a world where the living and the dead exist side-by-side with little difference. And, if in the meantime he or she has to kill anyone they come across, well, eggs, omelets, etc. Their first experimental subject was themself, and now their metabolism is quite unique. Often accompanied by Flesh Golems and Creations of Mad Science. Instinct: Take the body parts of the living and dead.
- Bring the Dead to Unlife
- Inflict disabilities with a touch
- Summon their creations
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Housecat Group, Tiny, Stealthy, Intelligent, Hoarder Raking claws (d8-2 damage 1 piercing) 6 HP 0 armor Hand This is a cat, probably someone's pet cat. Many people think they are "cute" or "affectionate," but in reality there is nothing they love more than killing (especially beginning adventurers). Instinct: To manipulate
- Lure commoners to their dooms
- Appear adorable and loving