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Ice Elemental of the Frozen South Solitary, Large, Magical, Planar, Amorphous Stinging slivers of ice (d12 damage) 19 HP 3 armor Near Special Qualities: Insubstantial An ancient spirit let loose by some force lost to memory. Wanders the wastes seeking its purpose, and freezing life where it can for cruelty's sake. Instinct: Freeze the life from you
- Blinding snow and wind
- Block out the Sun
- Answer secrets of the frozen wastes
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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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Wyvern Group, Huge, Magical, Cautious, Construct, Terrifying Diamond Tail (d8+3 damage 2 piercing) 11 HP 2 armor Reach, Near Special Qualities: winged, piercing tail, elemental affinity, driven by a single specific goal, false dragon These bat-like beasts are mere shades of their noble cousins, but the mere rumor of a dragon is enough to cause most folk to flee in panic. Created by magic from the lowly kobold, these creatures sold their personhood for power towards a cause. Though wyverns are of only animal intelligence, when they transformed, they cemented a purpose, and will pursue it doggedly. To those who share their ends, they make powerful aids and allies. Instinct: to grow strong
- snatch into the sky
- breathe forth an element
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Obsidian Construct Group, Magical, Intelligent, Construct, Amorphous Claws of Volcanic Glass (b[2d8+2] damage) 13 HP 2 armor Close Special Qualities: Guardians of the ancient tombs Within the walls of the Black Pyramid, there are ancient sentinels of such devious cunning that few have ever seen them and lived to tell the tale. Those that have simply ramble about looming, jagged shadows and blood...so much blood. Instinct: To prevent outsiders from learning the secrets of the Black Pyramid
- Shatter into smaller forms
- Activate nearby magical wards
- Cut to the bone
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Giant Solitary, Huge, Intelligent, Cautious, Hoarder, Terrifying Massive Rock or Club (d12+7 damage) 24 HP 2 armor Reach, Forceful, Ignores Armor, Near, Far A Giant is a massive humanoid that stands over twenty feet tall, with females being slightly shorter. They generally live far from civilization in virgin forests or desolate wastelands, and dress themselves in layers of thick animal hides, tending toward solitary lives. While there are many ruins and structures that look as if they had once been created by giants; the remaining giants in the world are generally bestial and crude; living as little more than scavengers. Instinct: Hunt or Steal Livestock for Food.
- Throw Massive Rocks
- Smash enemies with tree trunks
- Move with unrelenting speed
- Shake and break the ground
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The Thing in the Well Solitary, Large, Stealthy Dark Tentacles (w[2d12] damage) 16 HP 1 armor Reach, Near "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour
- Politely collect tribute
- Leverage townspeople through secrets
- Purify water
- Hide in darkened waters
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Frost Giant Group, Huge, Intelligent, Planar Giant-sized axe (b[2d10+5] damage) 18 HP 3 armor Reach, Forceful, Near Special Qualities: Immune to cold Few know this, but the world was once ice. Or nearly all of it. Most of the lands were theirs, but then it began to thaw and they retreated, farther and farther, unable to tolerate the warmth, until most had returned to their own realm, but there they just schemed and planned, seeking to make the world like it once was: A frozen tomb, but more important to these giants - tall and mighty, clad in ancient armour and wielding ancient arms - theirs. Instinct: To create an ice age
- Pelt with boulders
- Command ice and frost
- Shatter things
- Rend asunder
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Animated Armor Solitary, Cautious, Amorphous Ancient sword (d10+2 damage) 19 HP 7 armor Close Special Qualities: Disassemble and reassemble. Instinct: Stop trespassers
- fight with the strength of long forgotten ages
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Amphiptere Group, Large, Stealthy, Devious, Hoarder Breath toxic gas. (d6 damage) 10 HP 0 armor Ignores Armor, Near Special Qualities: Flight. The amphiptere is a lesser relative of Dragons. It resembles a winged snake of great size, usually surrounded by a smokey nimbus of poisonous smog. While less formidable than their draconic cousins, they are still cause for alarm. The presence of even a single amphiptere can foul an area into toxict uselessness for years, and a family of the creatures can render wide swaths of land uninhabitable. Instinct: To Hunt
- Swoop down on prey.
- Bite a target to poison them.
- Poison the surrounding area.