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Crypt Wyrm Solitary, Huge, Terrifying Flailing tail (d10+5 damage) 31 HP 4 armor Reach, Forceful, Near Special Qualities: Wings, Rotting Flesh A black dragon was attacked by a nest of ghouls and though it thought it was winning, the eaten ghouls continued to attack it from within. When the dragon finally died, the surviving ghouls from inside started to fight to gain control of its monstrous bulk. Eventually they managed to animate the rotting flesh of the dragon's corpse and now use it as a protective carapace in battle. Bones slowly being exposed due to the rot of the ghouls undeath, this draconic battle tank rumbles forward armored in bone and the remaining dragonscale. Instinct: To consume the living and birth the dead
- Vomit a half-digested ghoul
- Fly out of reach
- Turn rapidly swinging tail in a wide arc
- Crush someone to the ground
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Carrious Creeper Group, Large Bite (d8 damage) 10 HP 1 armor Special Qualities: Paralyzing Tentacles Like a horrible cross between a caterpillar and a squid, this creature makes its home in piles of refuse and decay, and is only happy to add corpses to the pile. If it's ravenous enough, it'll even eat it's prey alive. It's not picky. Instinct: To eat
- Paralyze with touch from it's tentacles
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The Wooden Dead Solitary, Large, Terrifying vicious claws (d10+4 damage 1 piercing) 24 HP 3 armor Forceful Special Qualities: Still wears it's old clothing, Still screaming When a mage is buried, his power must be properly channeled, lest it begin to infect the living. The Wooden Dead is one such infected; when a shaman or medicine-man is buried and the living make their homes above it, the magic seeps into them, poisoning them and making them numb to pain. As they die, they transform, their flesh turning to wood, their bodies growing tall and strong. Instinct: Kill all who approach it
- Furiously attack until destroyed
- Stand in place until provoked
- Seek out sun and water
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Two Year Old Child Solitary, Small, Stealthy, Devious, Intelligent Tantrum (d12 damage) 12 HP 0 armor Close, Far, Ignores Armor The two year old is a creature of deceptive cuteness and guile, that specialize in the manipulation of adults in order to get its own way. Most two year old act alone, but they can cluster in groups known as schools, nurseries or kindergartens. They build dens of toys, flying into furious tantrums when the toys are taken from them. They have only a few weaknesses - a need to nap during waking hours, and a dependency on love and attention. Special care should be taken when approaching a two year old. They can provoke a sense of pity and a need to protect them in adults. In addition some two year olds are known for their ear piercing screams and violent temper tantrums. Other two year olds have been associated with sticky jam or chocolate based attacks known to ruin spell books, fine clothes and jewelry. Instinct: to seek out love, support and attention
- Point out the obvious
- Mock Tears
- Invoke Pity
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Spiderhorse Herd, Large Kick (d8 damage) 7 HP 0 armor Spiderhorses are pack-arachnids used by the dwarves to navigate rough terrain. Though not particularly fast, they're much faster at getting up hills and across scree than most animals. Spiderhorses are bred to be docile and not particularly bright. Unfortunately, they still have a self-preservation instinct, so do remember to tie them down before you start making loud noises and waving fiery sticks nearby (unless you want all your gear to go bolting into the night). Instinct: to flee danger
- Climb an impossibly steep surface
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Carnivorous Lichen Solitary, Tiny, Amorphous Acid secretion (d10-2 damage) 19 HP 1 armor Hand, Ignores Armor Special Qualities: resistant to cold Sleep warily in the Northlands, adventurer! For there is a creature that feasts upon the motionless, dead or alive. It looks much like the lichen that grows on the rocks that sleeps by day and hunts by night. If it clings to you - and it will certainly try - it oozes acid that breaks down metal, flesh, and bone alike. Tearing the beast from your skin is as painful as the beast's acid spittle! It is a tricky beast that seems to be able to sense motion and the heat of the living or recently deceased. Normally, it will feed on carcasses, but when hungry it will prey upon the living despite the peril. Instinct: Feed upon the motionless
- Wait until they're sleeping
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Fenrir, the Great Wolf Solitary, Huge, Divine, Planar, Terrifying Biting & Tearing (b[2d12+9] damage 3 piercing) 30 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: Gigantic & Terrifying, Agent of Ragnarok The spawn of the god Loki, this great wolf is prophesized to one day swallow the moon and devour Odin, the All-Father of the gods. Immortal and nearly unstoppable until the end of the world, it can only be contained by divine means and only at great cost. Instinct: To Devour the Gods and Destroy the World
- Devours All Before It
- Cannot Be Contained by Mortal Bonds
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The Wooden Dead Solitary, Large, Terrifying Wooden claws (d10+4 damage 1 piercing) 24 HP 3 armor Forceful Special Qualities: It wears the tatters of it's old clothing still Instinct: To protect the territory
- Attack Intruders
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Tomberang Group, Tiny Bludgeon (d8-2 damage 1 piercing) 10 HP 1 armor Hand, Far Special Qualities: Darkvision The Tomberang is a strange sort of a golem placed in the Tombs of the Kings of Alcembra. The Tomberang is a cresent-shaped golem of bone of and flesh. It rests in darkness until tomb robbers draw near, then it flies at them with great force, only to disappear into the darkness and wait for another opportunity to attack. Instinct: Smite tomb robbers
- Attack suddenly and retreat
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The Fang of the Shark Group, Divine, Magical, Intelligent, Terrifying Shark-tooth knife (b[2d8+6] damage 2 piercing) 6 HP 1 armor Close, Forceful Special Qualities: Bestial The Fang of the Shark was human once, but the Shark God is generous with its priests, and the high priest most of all. He is covered in the sandpaper texture of sharkskin, with teeth sharpened to vicious points...but the real terror is the horrible shark-fang dagger designed to inflict terrifying pain and, of course, the shark miracles granted to the priest by his connection to his god. The only saving grace is that the Cult of the Shark God is not ambitious; they are perfectly happy to just slaughter those they run into as sacrifices, encourage warfare in the area and so on - nothing huge. Not yet. Instinct: To destroy and consume in honor of the Shark God
- Cause terrible pain
- Call on a shark miracle