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Huldra Solitary, Stealthy, Magical, Devious, Intelligent Seduce and drain life force (d12 damage) 12 HP 0 armor Close, Far The Huldra looks like an extremely beautiful woman. It preys on lonesome men. Usually to seduce them and ride them to death. The only thing differing the Huldra from a normal human woman is the pointed lynx-like ears that is usually hidden by her long hair. She also has a cow-tail hanging from her behind. If the Hulder should be recognized for what it is, the man may take her for her own by binding her with a thin silver chain. Hulder who are chained will give the man strong, healthy children that looks entirely human except for their wild ways and the fact that they grow up faster than normal. Instinct: To Seduce
- Lure men to their doom
- hums and sings with a beautiful voice
- charm men
- it's charm-like powers will seduce and drain your life force
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Snake Solitary, Stealthy, Intelligent, Hoarder Knifegun (b[2d12] damage) 20 HP 3 armor Close, Near, Far Snake is a terror of the darkness, hailing from a land of gears and metal, he does not understand the situations he has been exposed to and reacts by lurking where you'd least expect and making a meal of those you hold dear. Instinct: to sneak
- Sneaks up and slits your throat
- Distracts you with magazines
- Uses targets as living shields
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Fucking Huge Tusked Tumbler Solitary, Large Tusks (d10+2 damage 2 piercing) 20 HP 2 armor Close, Reach, Messy Special Qualities: Prehensile hair Unless you're a stone giant, hopefully by now you know not to kick one. Instinct: to roam
- Leap great distances
- Flash muddy brown light, disorienting and blinding
- Capture and strangle with masses of knotted prehensile hair
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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 blindingÂ
- 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.