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Headless Horseman Solitary, Magical, Intelligent, Hoarder, Terrifying Cavalryman's Blade (b[2d10] damage 1 piercing) 16 HP 2 armor Close, Reach Special Qualities: Jack-O-Lantern Head An extremely powerful and rare form of ghost, the headless horseman was once a ruthless mercenary who died fighting a bloody battle. Buried headless and without ceremony, the horseman rides forth on a coal-black and flaming steed in search of its missing head. Failing that, the heads of anyone who gets in its way will do . . . Instinct: Refight long-lost battles
- Hunt heads
- Appear anywhere on the battlefield where it was slain
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Enculminant Aiskosis Group, Stealthy, Organized, Intelligent, Planar Cudgels and daggers (d8 damage 1 piercing) 6 HP 0 armor Close Whippet-lean and wrapped in sooty brown linen windings, the aiskoses are the footsoldiers of the Enculminant. Their eyes, the only features visible beneath the layers of ritually-knotted cloth, are eerily-glowing orbs of living pale-blue glass. One can hear their reedy voices ringing from streetcorners and market squares, exhorting the masses to forgo mortal song in order to more clearly hear the subtle symphony of the universe. Instinct: Deny revely and celebration
- Burn down a place of entertainment.
- Fling poisonous powder in their faces
- Mob a single bard, poet, or performer
- Convince them to join the Enculminant
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Shambling Mound Solitary, Stealthy Tendrils (d10+2 damage) 16 HP 3 armor Close, Forceful, Reach Special Qualities: Healed by electricity, Regeneration This shambling carnivore catches prey with its thick, ropelike arms and traps it in the mucky mass of its body, where countless rootlets bore into the victim.
Instinct: To consume flesh.- Envelop prey.
- Move silently through swamps and marshes.
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Dev Örümcek Solitary, Devious, Terrifying Ön kolları, Dişleri (b[2d10+2] damage) 12 HP 1 armor Close Special Qualities: , dev örümcek. Ağların arasından sinsice aklaşır. Instinct: Sokar,zehirler,ağ atar
- Bir at ebatlarında dev örümcek
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Freaky Eye Solitary, Tiny, Magical, Divine, Planar, Terrifying Uncomfortable Stare (d10 damage) 16 HP 4 armor Hand, Ignores Armor, Far Special Qualities: It's not the staring so much as it is the blinking A flopping, rolling, sentient eye, staring with what could be curiosity or mindless boredom. Instinct: to make you go away, and then follow you there
- Flopping, blinking, curious terror
- Shares horrible visions of terrible people
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The Cometborn Group, Magical, Construct, Terrifying Heavy Blaster (d8+4 damage) 14 HP 3 armor Close/Near, Forceful, Ignores Armor Special Qualities: Telepathically Controlled, Essentially Mindless, Made of Metal and Flesh I swear! I was on watch the other night and I heard some strange noises. Like a high pitched whirr, and like someone lumbering around in plate armour. I left my post with Franz and we went to the woods to check it out, and there we saw 'em. They looked almost undead. Orcs, a human, and something that looked kinda like a weird elf with too many fingers, but they all had metal bits riveted on to them. Like, RIGHT on to them. And they were carrying these weird cannon lookin' things what glowed in the middle. Franz tried to circle round to get a better look, but I guess he made too much noise and one of 'em turned and fired a bolt of light and fire at him. I swear I ran fast as I could as long as I could, and I just pray they ain't followed. Instinct: To follow their programming.
- Lob a stun gas canister.
- Revive if left intact.
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Sobbing Cherubs Group, Stealthy, Magical, Devious, Intelligent, Planar Slam (d10+2 damage) 10 HP 5 armor Close, Forceful The Sobbing Cherubs are an ancient alien race that appear as statues. Their usual mode of feeding is to send their victims back in time, which creates time energy to feed on. When they are not being observed by another being, they can move very quickly and silently, but when they are being observed, they become "quantum-locked", occupying a single position in space and becoming stone. In this state, they are frozen and difficult to destroy. They cannot suppress this reaction. If two Sobbing Cherubs were to look at each other at the same time, they would be trapped in stone form until an outside force moves them apart. To prevent this, they often cover their eyes while moving - this makes them look as though they are sobbing. Instinct: Feed on Time
- Send victims back in time
- Hide in plain sight
- Steal victim's voice
- Attack with great speed
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The Emperor Wyrm Solitary, Huge, Magical, Intelligent, Hoarder, Terrifying Claws, jaws, and crushing bulk (b[2d12+7] damage 3 piercing) 24 HP 5 armor Reach, Forceful, Messy The biggest of its kind, even the other dragons fear it. Instinct: to dominate without question
- Darken the sky with its wings
- shake the world with its roar
- breath forth an inferno
- erupt through stonework like a volcano
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Cyclops Solitary, Huge, Intelligent Throw boulder (d10+5 damage) 20 HP 1 armor Near, Reach, Far, Ignores Armor Despite their immense skill at their barn-sized forges, these one-eyed giants always seem to end up wanting what other people have. Whether it be a beautiful woman, magical object, or just a piece of land, cyclopes become easily fixated on possessing certain things and get downright stubborn about having them. This often brings them into conflict with fathers-of-brides, kings, high wizards, local farmers, and well, just about anyone who has something the cyclops wants. Not inherently evil, cyclopes are simply used to getting what they want through force and intimidation. On the other hand, they have been known to reward those who bring them their objects of desire with magical weapons and armor. Instinct: To aquire the object of its infatuation
- Demand or take something precious
- Intimidate through destruction
- Pick up and squeeze
- Make a deal
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Gnargat Group, Stealthy, Organized, Intelligent, Construct Steely teeth and claws (b[2d8+2] damage 3 piercing) 14 HP 3 armor Close, Messy Special Qualities: Supernatural scent The flesh of warg, cheetah and gnoll, melded onto a skeleton of steel. Once its creator sets it on a target, it will never stop until one of the two are dead. Instinct: to hunt its target
- Tear through protection, be it barricade, armour, or spell
- Withdraw, so as to later strike at the worst possible time
- Howl to summon the pack
- Follow untiringly