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Thorn Monkey Group, Tiny, Stealthy, Devious, Organized Cannonball, thorn throw (d6 damage) 6 HP 0 armor Hand, Reach, Near Special Qualities: Thorny poisonous fur Thorn monkeys are more plant than animal, but they don't let that stop them. be careful walking or resting in the great woods of the realm, that surface you touch or fall upon could be the poisonous fur of a thorn monkey. If you don't find one, they'll probably find you, they're usually looking for fun anyway and a lost group of adventurers will do just fine. Instinct: to inflict thorny mischief
- Shed thorns on enemies
- Hide as foliage
- Poison foes who touch you
- Hoot an howl
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Hellaphant Group, Huge, Organized Fire Breath, talons (d8+3 damage) 14 HP 1 armor Reach, Ignores Armor, Near Special Qualities: Internal furnace A very territorial beasty, Males stomp the circumference of their range frequently, leaving flaming footprints that would hopefully dissuade would-be predators. Any threats to the herd are swiftly burned, or trampled, or both. The flames that jet from the end of it's trunk with each breath indicate its aggression level. Blue is docile, red means you're probably dead. Beware of the black flame Hellaphants. Your flesh isn't all they burn. Instinct: to protect its own
- Mark it's territory with flames
- Call the herd
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Mountain Hyena Group, Small, Stealthy, Organized Bite, claw (b[2d8+4] damage 2 piercing) 6 HP 1 armor Close, Forceful The mountain hyena is a primarily nocturnal animal, which typically only leaves its den at the onset of total darkness, returning before sunrise. It crushes long bones into fine particles and swallows them, though sometimes entire bones are eaten whole. It's not entirely known how they ended up on this mountain, but hey, there they are. Instinct: To feed on weaker prey
- Bite at the throat and legs
- Wait for dark
- Call for mate
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Leopard Solitary, Stealthy Bite, claw (b[2d10+2] damage 2 piercing) 12 HP 1 armor Close, Reach, Near Inhabiting the mountainside, these large cats usually prey on mountainside herd animals, like deer... usually. You should avoid the teeth. Instinct: To hunt
- Overpower prey
- Attack from the tree-tops
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Pyre Corpse Horde, Devious, Terrifying Swipe (d4+2 damage) 11 HP 0 armor Close, Ignores Armor Special Qualities: Shambling burning corpse Resisting the will fire is all well and good. Succumbing to the flames after resisting however, is a different story all together. Your life burned away by the flames, all that's left IS the will-fire and its mission; to find a willing sentient mind to inhabit. A walking burning corpse that the flames never consume. It smells of burning flesh that will never die, not on its own anyway. Instinct: To spread will-fire
- Seek out the living
- Infect with will-fire
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Sõl Solitary, Huge, Magical, Stealthy, Organized, Intelligent, Planar, Terrifying Fireball (d12+5 damage) 24 HP 4 armor Reach, Ignores Armor, Near, Far Special Qualities: Body composed of Starfire, "The Father of Flames." He's intent on proving that to everyone. An Interstellar warlord born from our own star, Sõl has burned a name for himself among the stars and even other planes. Probably how he ended up in that canister. He's not above "rewarding" those in his service. Instinct: To conquer and engulf all in his flames.
- Turn surroundings to flame
- Infect with will-fire
- Create a barrier of flames
- Call forth Pyre Servants
- Promise hearts desire for servitude
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Technician Group, Planar, Construct (w[2d8] damage) 6 HP 3 armor Close Special Qualities: Spark torch, Metal casing A strange construct. They appear around the artifact after a message blast clear within your mind, "CONTAINMENT MEASURES FAILING! RELEASING TECHNICIAN!" Whatever that means. These things for sure can move though. They don't like to walk, they'd rather teleport. Instinct: To repair
- Attempt to repair prison
- Teleport
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RotWilder Solitary, Planar Bite of rot (d12+4 damage) 16 HP 1 armor Close, Forceful, Reach, Ignores Armor Special Qualities: A bite that induces rapid decomposition Left to guard the ancient portal, this massive canine takes its job VERY seriously. Jet black fur, glowing green teeth, and a relentless fury. Turn back and his bark will stay worse than his bite. Be bitten however and say goodbye to that flesh. Instinct: To decompose intruders
- Guard planar portal
- Bark to shatter minds
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Cancer Bat Horde, Tiny, Devious, Organized Fanged Bites (d4 damage) 3 HP 0 armor Hand Small black and furry, they attack without warning. The bite however, is just the beginning. Take a hit from these little buggers and you'll soon see your flesh start to warp. Hope you didn't need that uncovered arm. Some say they are venomous, some say that its bacteria in their mouths. One thing is for certain however, the fleshy masses that grow as a result of their bites are quite tasty to them. Instinct: To spread mutating pestilence
- Swarm unsuspecting prey
- Spread flesh warping illness
- Summon Cloud to feed
- Hang from ceiling
- Drop from ceiling