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Wyvern Solitary, Large, Intelligent poison tail stinger (d10+2 damage 1 piercing) 16 HP 2 armor The wyvern is vaguely dragonlike - with a long, lean, scaled body, a pair of large wings, but only two claws. The tip of the long flexible tail is set with a vicious stinger dripping with venom. The wyvern's teeth and claws are razor sharp. It is at least as long as two men are tall, and very flexible. Wyverns typically dwell in deep forests or on high cliffs. They hunt frequently, preferring smallish prey, but not minding the occasional human for dinner. They swoop in, snatch and retreat, taking the fewest risks possible. Typically they hunt alone, but their nests are often home to mated pairs, and sometimes to more than one nearly-grown offspring, as well as younger hatchlings. Unlike dragons, wyverns don't deliberately collect treasure, but will rarely discard the items their prey carried; a long-inhabited wyvern nest may have considerable "accidental" treasure nearby. Instinct: to seize prey and carry off.
- swoop in, sting with poison and vicious bite
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faun Group, Small, Stealthy, Organized headbutt (d8 damage) 6 HP 1 armor Close, Reach Fauns are generally fun-loving, but tricky. They love music and strong drink, but are always ready to protect their forests and valleys from intrusion by outsiders. They play pipes and use their musical ability to imitate, to mislead, and to play tricks. They are also adept with sleep potions and plant poisons, though they rarely use them to kill. Fauns are not terribly bright, and are often led by satyrs or greater satyrs, who guide their actions. Fauns can fight if pressed, trampling and head-butting, knocking foes down or leading them into traps. Other forest fey will often aid them. Instinct: to amuse friends and mislead foes
- taunts and teases
- fauns love to play practical joes, which may be quite malicious
- forest sprites may often come to the aid of endangered fauns.
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Greater Satyr Solitary, Small, Magical, Stealthy, Intelligent headbutt (d10 damage) 12 HP 4 armor Close, Far Special Qualities: gaze of panic The greater satyr is often found with regular satyrs, fauns and other fey creatures. When it is angered, it seeks revenge, desiring to use powerful rituals to create blight across communities, wiping the forest clean of any it would consider an invader. Unlike the lesser fauns and satyrs, it is almost always malicious, cruel and relentless. Its gaze creates panic in any who fail to recognize their danger and meet its eyes. It can also head-butt foes, and deliver kicks with its cloven hooves. Instinct: to blight villages
- terrifies and dismays
- the music of his pipes confuses and misleads
- his gaze creates panic in any who meet it
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Centipede, Poisonous Group, Tiny, Devious poison sting (d4-2 damage 1 piercing) 1 HP 1 armor Hand, Ignores Armor When adventurers plunge into the earth, they often find the tiny centipede, so easily overlooked, to be one of the most dreaded foes; the sting or bite of the creature drains away 1-2 points of strength per successful attack, soon rendering even the strongest warrior defenseless. While each centipede is easily crushed, there are often dozens in a single crack in a cave wall or floor, under a stone, or inside old rotten wood. Instinct: to drive away all intruders
- stings with potent venom
- poison saps strength
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Insect Swarm Horde, Terrifying bite (d6 damage) 7 HP 3 armor Close, Ignores Armor Special Qualities: crawling, buzzing, mass of legs and eyes and tiny claws This horrid mass of insects rolls over prey in swarms and clouds. It first confuses, then terrifies, then blinds foes, and then devours every scrap of flesh from their bones. Instinct: eat all living things
- engulf foes
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Knocker Group, Small, Stealthy, Organized clawed fingers; throttle (d6 damage) 6 HP 0 armor Close Living deep in the dark corners, driving the sun-dwellers out of their mines, caves and cellars, the knockers use traps, natural features of the underworld, and their own throttling hands to defend their lairs. They creep, almost invisible in the inky darkness, blending into the stone, tapping and mining, vanishing as soon as light comes near. Instinct: to drive others out
- unseen but heard, the knocker separates its foes and strangles them
- make use of natural dangers to trap and destroy
- where there is one, many lurk in the dark