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Stone Homunculus Group, Small, Stealthy Claws (d6 damage) 6 HP 2 armor Close A small, winged creature made from stone. It's only instinct is to guard a spot or item of its makers choosing. It uses its quick reflexes and powers over the minds of the weak willed to fend off any intruders. Instinct: Guard
- Mind Touch, target is dazed and takes d4 damage
- Redirect, WIS save or attacker must attack someone adjacent.
- Obscured, the Homunculus is invisible to anyone dazed.
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Stinger Spawn Group, Large Stinger (d8 damage) 10 HP 3 armor Near, Reach Special Qualities: Swamp Walk A mature version of the Seedling Spawn adapted to be the protectors of the Chaos Demon. It uses its tail stinger to paralyze and immobilize its targets. They're thick skin is hard to pierce and their Swamp Walk makes them shifty and hard to hit while in their nest. Instinct: To Sting, Spread Infection
- Paralyzing Sting, target starts to take DEX damage.
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Infector Demon Group, Large, Intelligent, Planar Vicious Claws (d8+2 damage) 14 HP 1 armor Close, Forceful, Far Special Qualities: Swamp Walk A large demon spawned from the realm of chaos. The demon was spawned by the fragment of the chaos shard in the staff-of-earthen-might and has taken on its powers. It manifests as a large demon made from plant matter and swampy earth. The seeds it produces turn into various forms of infected spawn that it uses to spread its chaotic infection. Instinct: To Immobilize target, Spread Infection
- Venomous Sludge, throws a ball of slime at target that weakens target, if already weakened the target is immobilized. 1d4 damage.
- Amorphous Body, is made of slime and mud. May never take more than 2 damage at one time.
- Relentless Attack, rolls damage at advantage against immobilized targets.
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Priest Spawn Group, Large, Intelligent Staff (d8 damage) 10 HP 2 armor Close, Reach Special Qualities: Swamp Walk One of the priests that came to rebuild the ruins. Now a mindless slave and fused with one of the corrupted plant creatures. The powers of the priest have been incorporated into its new form along with a semblance of its former mind. Instinct: Direct minions, Spred Infection
- Corrosive Reflux, small blast of acid that eats away armor. 1d8 damage.
- Croak, lets out a reverberating croak that STUNS its victim. 1d10 damage.
- Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
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Incubator Spawn Group, Large Bite (d6 damage) 10 HP 2 armor Close, Reach Special Qualities: Swamp Walk A mature form of the seedling spawn, these large creatures will attempt to devour any living thing. Once ingested, the incubator absorbs and merges with its prey. Instinct: To consume prey, Spread Infection
- Tendrils, will reach out and ensnare a target and attempt to pull it closer.
- Swallow, after prey is pulled close they are swallowed whole. Take d4 damage while consumed.
- Leap, uses powerful jump to disengage and finish digesting.
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Infected Guard (Long Spear) Group, Intelligent , Medium Long Spear (d8 damage) 6 HP 2 armor Close, Reach Special Qualities: Swamp Walk One of the guards hired to protect the convoy, these mercenaries were among the first to be infected and quickly turned on the clergy they were hired to protect. More durable and well equipped then their companions, they still retain some of their former instincts and will charge into combat when approached. Instinct: Imapil at reach, Spread Infection
- Charge, the guard rushes at an enemy and attempts to knock prone. On a miss the guard is prone.
- Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
- Bully, will attack any prone target. Gets advantage on damage against prone target.
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Infected Guard (Shield) Group, Intelligent, Medium Spear (d8 damage) 6 HP 2 armor Close Special Qualities: Swamp Walk One of the guards hired to protect the convoy, these mercenaries were among the first to be infected and quickly turned on the clergy they were hired to protect. More durable and well equipped then their companions, they still retain some of their former instincts and will charge into combat when approached. Instinct: To charge enemy and infect
- Charge, the guard rushes at an enemy and attempts to knock prone. On a miss the guard is prone
- Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
- Bully, will attack any prone target. Gets advantage on damage against prone target.
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Infected Pilgrim Group, Intelligent, Medium Javelin (d6 damage) 6 HP 1 armor Close, Throw, Near Special Qualities: Swamp Walk One of the pilgrims that traveled with the clergy to the ruins. These poor souls have been infected by the chaotic growth and are now mindless slaves. The infection lets them traverse the environment easily. Their only goal is to consume life to feed the infection. Instinct: Spread Infection, consume
- Leaping Strike, jumps a short distance. Gains advantage on damage. Anyone attacking the Pilgrim gets disadvantage to hit this round.
- Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
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Seedling Spawn Group, Tiny Claws (d6 damage) 1 HP 0 armor Close Special Qualities: Swamp Walk A small insect like plant creature spawned from the pods of the larger hosts. These seedlings only instinct is to infect living creatures and spread their foul growth. Instinct: Spread foul growth
- Foul Spores, spews a small cloud of poison. d4 damage, ignores armor.
- Facehugger, latches onto face and lays spores.
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