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Silver Ant (Giant) Horde, Small Mandibles (d6 damage) 3 HP 0 armor Close Special Qualities: Unharmed by heat but not fire Like their smaller cousins, giant silver ant swarm out of their burrows during the hottest part of the day, searching for food. Though they prefer to carry off dead or weakened creatures, a swarm will attack groups of people, and attempt to kill or carry them off into their nest. Instinct: To feed
- Swarm and scavenge
- Overwhelm and carry away live prey
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Tusked Tumblers Group, Small Tusks (d8 damage 1 piercing) 10 HP 1 armor Close, Messy Special Qualities: Prehensile hair Calm and plodding creatures, Northern spiniphants are slow to react and not particularly social; preferring to feed off the winds that blast and tumble them across the stony tundra; preferring to exchange tales with the wind than with stiff bald bipeds. They have twelve limbs or thereabouts, oriented all around their body. Combined with their copious and eerily prehensile hair, they look like dread-locked soccer balls; albeit with huge tusks that emerge from their hairy depths when scratching frozen moss off a rock. Or when you punt one between two rocks and break some of its legs. and you notice the tusks of its gang flying at you in a screaming blood rage—screeching across the sky like savagely pointy meteors with great red-brown manes and trails of hair and legs. That is until your eyes are blinded by muddy brown light, and blood, and you run and they pursue and pursue and run 'til you die or they do. Instinct: to roam
- Leap great distances
- Flash muddy brown light, disorienting and blinding
- Pursue in a blind rage when bloodied
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Burning Ghoul Group, Hoarder White hot claws (d8 damage 1 piercing) 10 HP 0 armor Close Special Qualities: It is immune to fire A dessicated corpse with incandescent eyes and claws that glow white hot and clad in sun-bleached rags, the Burning Ghouls gather in small groups to protect the ruins of citadel of the First Lord of the Sun. Though they are immune to fire and heat, they fear the sun and only venture from the shelter of the ruins at night. Instinct: Protect the ruins
- Search for intruders
- Explode upon death
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Shaft Solitary, Magical, Divine, Intelligent, Planar, Funk, Cool Guns, Fists, and Jive (b[2d12+4] damage 4 piercing) 22 HP 6 armor Close, Forceful, Reach, Ignores Armor, Far Special Qualities: No one understands him but his woman Little is known of the ancient god-king known as Shaft. His strange armaments and bizarre way of speaking are a mystery to others but efforts to speak of the specifics of his abilities often result in the speaker being unable to talk about him or his wondrous powers. Instinct: He's a complicated man
- Risks his life for his brother man
- Unearthly Cool
- Dig it
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Trog Dwarfkiller Solitary, Large, Intelligent, Hoarder Stone club (d8+4 damage) 16 HP 1 armor Forceful A lizard-like creature, 8' tall and just as wide, it has but one mission: defend the clutch. Usually grey-green in color, with mottled scaly hide, and a short viciously fanged snout. Instinct: To smash dwarves (or other non-trogs)
- Hold a foe underfoot, for easier smashing
- Lunge at a foe, hoping for a bite
- Chomp on a held foe
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Spelbotac Solitary, Large, Divine, Magical, Terrifying Killing gaze (w[2d12+2] damage) 22 HP 2 armor Forceful, Far Special Qualities: All beauty must die It's a bullhoag, usually looking down. Instinct: Look upon the beauty of the world
- Kill at a glance
- You'll also die if you see its horrendous visage.
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Demonic Behemoth Solitary, Huge, Planar, Terrifying Crushing blows (d10+7 damage 3 piercing) 28 HP 3 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Massive size There are few single entities in the underworld more capable of destruction than a Demonic Behemoth. Behemoths are among the oldest of the damned souls that have become Demons. Like Demonic Beasts, the Behemoths forgot their intelligence, long in the past. they have survived and caused destruction and mayhem for centuries, growing to incredible size and power, such that even a Demon lord and his armies fear the rampage of Behemoth. The hate any sign of civilisation in the wasteland, and will destroy any shanty town, encampment, or keep in the Underground. Instinct: To rampage and destroy
- When they make pitiful attacks against your massive bulk, shrug them aside.
- When they hide in their pathetic shelters, smash it down about them.
- When they get too close, crush them with your mighty bulk
- When they attack your vulnerability, howl and thrash violently.
- When they have you cornered, fight to your last breath.
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The Ancient Hermit Solitary, Small, Stealthy, Magical, Devious, Intelligent, Hoarder, Planar, Terrifying Curses and Hexes (w[2d10] damage) 16 HP 0 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Immortal, The Ancient Hermit lives in a cave hidden in a valley that has never felt the light of the sun, the moon, or the stars. It is an immortal being of twisted cruelty and malice. It hates the living and the dead, since it can never join either, and wishes only to cause as much suffering as it can. It is a small, incredibly dirty, horrifically smelly humanoid shrouded in shadow, but it’s head is covered in countless rumey, cataractblinded eyes. The Hermit collects small things of perfect beauty, and will trade old secrets about the lands of the dead for them. It will only allow the living or dead to pass through it’s cave into the Underworld if it is given a gift of an eye that has seen true beauty. It will only let them out if the gift is one of their own eyes. Instinct: Despise and envy the living and dead
- Demand a beautiful trinket for a secret of the great Beyond
- Demand an eye that has beheld True Beauty for passage through your cave to the Underworld.
- Demand one of their own eyes for passage back to the Living
- When they give you an eye, see everything the eye has seen
- When a player attacks, vanish into the shadows of your cave
- When players invade your cave without paying the price, hex them from the shadows
- When the light of the sun shines on you, go blind at it’s touch
- When they have you cornered or trapped, beg for mercy
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Bone Serpent Group, Large, Stealthy, Planar, Terrifying, Amorphous Vicious bite (d10+4 damage 3 piercing) 21 HP 4 armor Forceful, Near Special Qualities: Bone scales Bone Serpents inhabit the river of Bones. They are extraplanar predators that have made themselves large bodies out of the bones that make up the river. The Bone Serpents swim the river of bones as though they were eels gliding through water. they wait for foolish dead and living to try to swim across the river, or to fall out of the Ferryman’s boat. When they find a victim in the river, they dart to the surface and drag their prey down beneath the bones, to be torn to shreds by the school of bone predators. Instinct: Tear the living and dead to pieces
- When they approach the river of bone, disturb the surface
- When they enter the River of Bones, drag them under
- When the Ferryman is attacked, rear up to defend him
- When the bones of a magical creature are thrown into the river, become distracted for a short time
- When your prey is under the surface, go into a feeding frenzy
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Torgo Solitary, Devious, Intelligent Haunting theme music (d10 damage) 16 HP 0 armor Close, Reach, Ignores Armor, Far Special Qualities: Oversized Knees A bearded satyr wearing a hat and a confederate civil war uniform (which hides his goat legs), Torgo moves and speaks haltingly, and is accompanied by the haunting Torgo Theme Music, an endless repetition of four notes that can drive men mad. He takes care of the place while The Master is away, and he moves to prevent actions he feels The Master would not approve. The Master generally intends to sacrifice people to his deity "Manos", though sometimes Torgo wants to keep attractive female humanoids to himself. If Torgo is killed The Master will attempt to capture and transform the killer into a similarly afflicted servant. Torgo also delivers pizza, which is always very late yet somehow still warm. Instinct: He serves The Master. He does not allow things which the master would not approve.
- He takes care of the place while The Master is away.
- He can summon The Master