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Spectral Minion Solitary, Magical, Stealthy, Intelligent, Planar Spectral weapons (d10 damage) 12 HP 4 armor Close Instinct: To find a way to fulfill their vow
- Haunt a location important to them in life
- Become nearly invisible
- See the letter of their vow fulfilled and depart
- Announce their vow
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Deshnoke Horde, Tiny, Stealthy, Magical, Devious, Intelligent, Hoarder swarming claws and teeth (d8-2 damage) 7 HP 0 armor Hand, Ignores Armor The Deshnoke is a collective mind, made up of a large number of individual rats. Any single rat in the horde is more or less a normal rat, but within it lies the seed of something greater. The more rats with the Deshnoke seed in them gather in an area (about a city block) the more intelligent every rat becomes. And when they hit a critical mass (say 150 rats) they develop a superconciousnes that binds them all into one telepathic overmind. It is in the overmind state that they become Deshnoke -- as smart or smarter than any human, able to read the thoughts of others, and driven by the need to dominate and control the larger races who have historically reduced them to the role of filth and scavengers. The Deshnoke will gather their secrets, steal their valuable, enslave weak minds and then use this power to rule from the shadows. Instinct: To control from the shadows
- Watch and plots, gather information and secrets
- Play dead (leave enough bodies to convince stupid people that you have been overcome)
- Overwhelm the mind with the chattering voice of the multitude
- Hear the thoughts of mortal races
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Aghar (Gully Dwarf) Horde, Small, Hoarder Crude Weapons (2d6 choose lowest) 3 HP 0 armor Close Instinct: Do anything, no matter how mean, to survive.
- Surrender
- Blurt out a fact about the surrounding area
- Scatter
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Lava Lady Group, Intelligent, Planar, Amorphous Burn (b[2d10] damage) 13 HP 1 armor Close, Ignores Armor Special Qualities: Made of lava The Lava Ladies of the Burning Sea are wholly molten beings shaped (very) roughly like human women. They long for the splendor of the old days, when people gave volcanoes due respect. Instinct: Restore the glory of Fire
- Slither out of trouble
- Merge with lava or flame
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Boy Group, Small, Stealthy, Intelligent, Hoarder Slingshot (d4 damage) 4 HP 0 armor Close, Near This is a small boy. Individually he is weak, but when he runs in packs he can be dangerous. Watch out! He kicks, throws rocks, and shoots his slingshot. Instinct: To have fun, mostly by breaking stuff
- Throw small rocks
- Kick you in the shins
- Fire slingshot
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Liar Group, Small, Devious, Magical Tongue Lash (d8 damage) 6 HP 0 armor Close, Ignores Armor Special Qualities: Poisonous The Liar is a nasty critter born from dishonest spirits. The body of the Liar is a lumpy sphere fronted with a disturbingly human mouth. It has four arms terminating in stumpy hands, which it uses to climb trees and walls. The main threat is its tongue, which is prehensile, poisonous, and barbed. Surface exposure to the poison causes an irritating swollen rash, but too much exposure around the neck and face can cause suffocation when your airways shut. If you get away alive after being exposed to much of the poison, that larger dose does some nasty things to your brain. Auditory hallucinations, mostly, but potentially leading to murderous paranoia. The first lie the poisoned victim will tell is denying that they've been poisoned. Luckily, the main ingredient in the antidote can be found in a gland inside the Liar. Trying to administer the cure to someone who is convinced you're trying to murder them might be tricky. Instinct: To prey
- Perfectly imitate a voice
- Apply your Liar's Venom
- Ensare with your tongue
- Climb up and out of sight
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Skirr Solitary, Large, Devious, Hoarder, Construct Diving attacks (d10+2 damage 3 piercing) 20 HP 3 armor Special Qualities: Mummified, Undead From a distance, it appears as a vulture, slowly circling and closing the distance. But it is so much bigger than it appears... once it closes, its size becomes apparent and the skeletal remains of this horrifying creature descends on the unwary traveler with the whistling approach of a bomb, as its talons rend flesh, bone, and metal alike. Instinct: To hunt prey across the valley
- Dive into unwitting prey
- Drop beings from deadly heights
- Circle ominously
- Nest in the highlands
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The Hollow Man Solitary, Large, Intelligent, Hoarder, Magical Slam (d10+3 damage) 20 HP 2 armor Forceful, Reach, Close Special Qualities: Ceramic The Hollow Man is a spirit which takes the form of a large clay statue, crudely approximating humanoid form. It's mouth and eyes are rough holes that emit a dim blue light, and the front of its torso is an opening into its empty interior. The Hollow Man is formed from a greedy soul, and it pursues material wealth to stock its hoard. The fanciest pieces of the collection will be stored inside its body, while others will be strewn about its lair. Instinct: To grow the hoard
- Obsess over a treasure
- Know its hoard
- Pursue what it wants, smashing through all opposition
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Forest Devil Solitary, Stealthy, Intelligent, Terrifying Claws and fangs (d10+2 damage 1 piercing) 12 HP 0 armor Close Special Qualities: Horrific claws and fangs. The Forest Devil has inch-long, razor sharp claws and teeth like a mouth of broken glass shards. It's patchy coat is a mottled green and brown, and its eyes are black and shiny. The favourite tactic of the Forest Devil is to stalk travelers through the woods by creeping through the tree canopy, and pounce on any target that strays far enough away from the others. Ideally, it kills quickly, and retreats back into the leaf cover with its prize. Instinct: To eat.
- Move stealthily through the tree canopy.
- Attack from above.
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Agram, Zombie Ape God Solitary, Huge, Divine, Hoarder, Terrifying Clobber (b[2d12+7] damage 2 piercing) 30 HP 1 armor Reach, Forceful, Near Special Qualities: Glory decayed, Fears fire Agram is starving and diseased; its hair has gone patchy and its skin has begun to rot—Agram is beyond pain. Its right eye is gone, leaving behind only a black void. Agram fears fire, and is drawn to the sound of the gong. Agram’s bones cannot be harmed. After death, all of Agram’s flesh will dissolve, leaving behind only the immaculate skeleton. Agram attacks with its long arms. Its wrists are as large around as a man’s waist, and it can bodily lift a fighting man with a single hand. Agram will seek to devour anyone it catches. Agram is not good at splitting its attention, and the single eye gives it a large blind-spot. Agram can leave its cave when actively chasing prey, but will always return shortly afterwards. The decay of its form greatly increases if it travels above ground. Instinct: To consume human flesh
- Grab in its giant mitts
- Toss like a rag-doll
- Ignore pain
- Come to the dinner gong
- Chow down