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Royal Guard Horde, Organized, Intelligent Halberd (b[2d6] damage) 7 HP 3 armor Close, Reach, Near Instinct: To protect the king
- Halberd attacks
- Can call on more members of the guard
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Armorpede Solitary, Huge, Magical, Cautious Ram (b[2d12+3] damage) 24 HP 10 armor Reach, Ignores Armor Special Qualities: Near unbreakable armor across most of its body, Weak point at its underbelly An ancient species of millipede, albeit one that has grown to massive size. They can live up to a thousand years old. They are covered with unbreakable plate across most of their body, with the exception of their underbelly. They can grow up to 100 feet long. Instinct: To hunt prey and destroy human settlements
- Crushing charges
- Can burrow
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Monstrous Earth Elemental Solitary, Huge, Construct, Amorphous Massive Slam (b[2d10+5] damage) 33 HP 2 armor Reach, Forceful, Near Special Qualities: It was constructed by the King’s wizards to defend the palace and destroy invaders An abnormally massive earth elemental with the strength of ten lions and the ability to bend the very earth to its will. It’s size and strength were enhanced with eldritch magic. Instinct: To destroy everything nearby
- Viciously slams the opponents with its massive fists
- Can bend earth to its will
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Cult Beast Solitary, Terrifying Slashing Claws (d4+2damage) 7 HP 2 armor Close, Forceful Special Qualities: It can have extra arms, horrifying spines, or any manner of mutations. This is what happens when a cultist is morphed by a Captain. Lasts for around an hour. Instinct: To destroy and kill
- Vicious claws and teeth
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Lost Cultist Leader Group, Magical, Intelligent Arcane Blast (d8 damage 1 piercing) 6 HP 2 armor Close, Near A slightly higher rank Cultist than the average. Possesses powerful eldritch magic granted to him by the One from Beyond. Instinct: To follow the orders of the Cult
- Magic blasts
- Has the ability to convert nearby cult members to horrifying monsters
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Cultist of the Lost Group, Magical, Organized, Intelligent Dagger stab (d4 damage) 6 HP 1 armor Close Not a monster, but rather an evil cultist. They know a small amount of magic, which is their main form of attack. Instinct: To obey the cult
- Can create tentacles to block enemies
- Can shoot arcane bolts
- Can call on other members of the Cult
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Charred Skeleton Group, Devious Burning claws (d6 damage) 2 HP 2 armor Close A flaming, charred skeleton reanimated by a fire elemental. Instinct: To burn
- Flaming Claws
- It can reassemble after destroyed
- Attacks burn hit enemies
- Can throw it’s arms like a boomerang
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Fire Elemental Solitary, Huge, Magical, Amorphous Blasts of fire (d10+3 damage 1 piercing) 23 HP 1 armor Reach, Ignores Armor, Far A fire elemental that has the ability to control flame. It can not be damaged by normal means, only by magic, or water. It thrives off of flame, so much so that if you destroy all the flame nearby the elemental would dissipate. The more flame is nearby, the bigger it grows. Instinct: To burn any living beings nearby
- Burst of Flame
- Has the ability to control nearby fire
- Can burn living beings and control the skeletons with flame
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Monstrous Teeth Solitary, Large, Planar, Terrifying Huge jaws (d10+4 damage) 20 HP 0 armor Forceful, Ignores Armor Special Qualities: It’s a literal huge teeth A monstrous spherical being with a massive jaw. It has many long tentacle-like appendages that stick to surfaces and allow it to move. It mainly lives in dungeons. Instinct: To consume invaders
- Massive bite
- Sucker grab