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Joe Average Horde, Divine, Devious, Organized, Intelligent Relentless Stare (d4+2 damage) 11 HP 2 armor Close, Far A mass of human(oid) beings. Bland faces, but with an expression of morbid curiosity. Regular, average clothes. They stare. Stare. Stare. Instinct: watch disaster and misery
- It silently stares at you, sapping your life energy
- When the Joe stares at you, roll +WIS. On a 10+, you notice its stare and are able to defend yourself. On a 7–9, you notice its stare too late and it hits you, but you can counterattack immediately.
- When there are at least 5 Joes looking at the same situation, they telepathically call 1d10 more Joes that arrive within 1d6 minutes.
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Firewhale Group, Huge Bite, flamejet (instead of blowhole) (b[2d8+7] damage) 18 HP 1 armor Reach, Forceful, Ignores Armor, Near The firewhale is a large aquatic creature renowned for its ferocity and ill temper. Firewhales are often used as guardians of underwater domains, islands, and atolls by other intelligent sea-based beings.Over the course of time and evolution, the firewhale has developed a flamejet where a whale’s blowhole would normally be. A firewhale can use this flamejet as a secondary attack, spewing a fiery stream of magma over 50’. Water will not wash off the magma once contact has been made. Instinct: To defend underwater domains
- Bite and try to swallow the victim
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Carroc Group, Intelligent, Cautious Claw/Bite (d8+4 damage) 6 HP 2 armor Close, Forceful, Near Carrocs are reptilian bipeds that have evolved (or mutated) from crocodiles and/or alligators. They are covered with a thick scaly hide that acts as a natural armor. They have a long reptile’s tail, jet-black eyes, sharp claws, and a strong wide jaw filled with razor-sharp teeth. Carrocs are incredibly strong, able to lift five times their own weight with ease. Even through they look like they come from a watery and/or swampy area, carrocs cannot breathe underwater and do not swim very well. Carrocs are quick to anger and are very vicious fighters, preferring to slash and bite an opponent, even if they have a weapon in hand. Carrocs are a slaver race, capturing humans to work in their fields and/or to be sold off as slaves for profit. It is rumored that carrocs will eat a slave that no longer pulls his weight, so being captured by a carroc tribe is considered to be a fate worse than death. (This entire description was copied and pasted from Tim Snider's The World of Thundarr the Barbarian sourcebook) Instinct: to enslave
- Force its victims to work as a slave in the Death Flower fields
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Groundling Horde, Stealthy, Organized, Intelligent, Hoarder Club and/or Claw (b[2d6] damage) 3 HP 0 armor Close Groundlings are “rat-men” that are devious, cowardly, and untrustworthy. They are covered in fine grey hair, and they have the elongated snout and ears of a rodent. Groundlings attack the weak and shy away from the strong, so they are often found tormenting and robbing weaker mutants they encounter. Because of their cowardice, they are often found working as minions for more powerful villains. Groundlings live underground in massive caverns and cave complexes. Most groundling lairs have one leader, who is the strongest and/or most intelligent of the clan. This leader can be identified by the human finery he chooses to outfit himself with (robes, jewelry, a crown perhaps). Groundlings are fairly clever and dexterous. They are able to use most advanced weapons and some have even been seen driving vehicles. It isn't unusual to see groundlings armed with lasers or other firearms. In combat, they are very quick and nimble, so hitting them can be problematic. However, they aren't very physically strong, so they won’t stand toe-to-toe with an enemy, preferring to either attack from a distance or run in, attack, and dash away. They are also quite cowardly, choosing to ambush a party from the shadows and then run if the tide turns against them. (This entire description was copied and pasted from Tim Snider's World of Thundarr sourcebook) Instinct: to take what's not theirs
- Ambush
- Ambush
- Group Attack
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The Eye Eater Solitary, Magical, Intelligent, Planar, Construct, Terrifying, Amorphous Proboscis (d12 damage) 15 HP 1 armor Close, Ignores Armor Special Qualities: Enlightenment Engine, In its true form, it looks like a breathing pile of eyeballs The Eye Eater is called "The Keeper of The Starry Wisdom" by the old Northern tribes. It comes from beyond the stars, but here, it looks like a helpless child or a harmless being in distress. The Eye Eater is not evil, it is simply no from this world, and so its motivation is not from this world, as well. It wants to enlighten you. But worldly distractions keep you from seeing the wonders of the universe. The stars are talking to you with messages of light, but you pay no attention. So if you can't be distracted by worldly sights, your inner vision grows. The Eye Eater attacks only the eyes. On a successful attack, it sucks your eyes out of your skull with its proboscis, which is about 3 feet in length (hidden in its mouth). It attempts only two attacks. If the second attack is not successful, it runs away. Instinct: eat the victim's eyes
- sucks the eyes from its victim's skull
- look innocent and helpless
- lets you communicate with the stars