-
Compost Beast Solitary, Large, Amorphous toxic vapors (d10 damage) 19 HP 1 armor Ignores Armor Discarded experiments left to rot instead fused into an animated mass of leaves and bones. As it is attacked, it will take on the shape of multiple woodland creatures. Arms made of bone, vine, and plant matter will reach out from the pile if players are in striking distance. Instinct: To add new material to the compost heap
- Release toxic fumes
- Change shape
- Grab and pull into itself
-
Fire Beetle Horde, Small Flames (d6 damage ignores armor) 3 HP 3 Armor Near Special Qualities: Full of flames Scarabaeus pyractomena! What a delightful creature—see how its carapace glitters in the light of our torches? Not too close now, they’re temperamental, you see. The fire in their belly isn’t just metaphorical, no. Watch as I goad the beast. Aha! A spout of flame! Unexpected, isn’t it? One of these creatures alone, if it comes up from below, can be a hellish nuisance to a farmstead or village. A whole swarm? There’s a reason they call it a conflagration of fire beetles. Instinct: To enflame
- Undermine the ground
- Burst from the earth
- Spray forth flames
-
Squidwillows Group, Huge, Hoarder Drop heavy things (1d4 damage) 11 HP 3 armor Reach, Forceful Squidwillows are enormous, slippery, tree-like creatures with a long translucent trunk that is spotted with random, circular, dish-shaped eyes and topped with an exuberance of flowing, fleshy tentacles. Many of the tentacles cling to items the Squidwillows have collected previously. Anything that comes within reach, especially shiny or bright objects, runs the risk of being grasped and hoisted into the bows. Instinct: Collect shiny objects
- Grab something interesting
- Wrap another tentacle around the goodie
- Drop it hard
-
Dire Squirrel Solitary, Stealthy, Hoarder Sudden and Unexpected Bite (d8 damage) 7 HP 0 Armor Close Special Qualities: Climb almost anything An invasive species to not just the Mystery Islands but also the mainlands. These giant squirrels can readily drive out other species if not kept in check. Unlike their smaller cousins, they are omnivores and consider some stock and small humans and halfings a tasty meal. Beyond constantly storing food for the winter, they also are attracted to shiny things. They have figured out that dried food of humans in their barns or persons (Rations!) will keep well for the winter, and will face danger to obtain it if they think they can. Their big buck teeth can make them look cute, but pack a hellauv punch. Like their smaller cousins they flee when hurt, but will come back to get what they want. On the mainland and Halflings home they have all but been eliminated. Instinct: Invade the space taking all the food driving out other species
- Look cute and beg for food, before taking a chunk out of them
- steal their shiny objects or food and runaway to bury it
- Bark at them from up a tree or a from a distance driving all the predator animals in the party (dogs, cougars, hawks, etc) into chasing it.
- Run away when hurt going some way you didn't expect only to return later to get what they wanted
-
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
-
Dwarf pirate Horde, Stealthy, Organized, Intelligent Enter knife, hook hand or crossbow (d6 damage) 3 HP 1 armor Close A group of dwarves has taken up piracy. They are a vicious lot and don't care much for dwarven habits like loyalty and honor. They plunder, they steal, they torch and don't care much for their victims. But they care for drinking, fighting and carousing. And where there's one, there are always more. The dwarves look unkempt, even for any dwarf standard. They have filthy hair or are shaved bald. All sport some kind of beard, but not the elaborate ones dwarves usually have. They are mostly shaggy. They wear some light armor, enter knives or other small blades and a light crossbow. Some have hooks for a hand which they use for disarming opponents. Some also are using gulps of rum to spit flaming blasts or they outright throw burning bottles at they enemies. Instinct: Plunder and torch
- Drink some rum and spit s blast of fire
- Fight dirty
- Ring the ship bell
- Throw a burning bottle of rum
- Disarm with hand hook