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(| followed by sudden SHB 14 STR, claws (d6+d6), rocks (d6, blast) 8 HP, 3 Armor, 6 STR, 12 DEX, 15 WIL, ghostly touch (d8) 6 HP. 14 STR, 12 DEX, 6 WIL, claws (d6+d6), bite (48) + Albino gorillas with nocturnal habits. + Defend their territory with threating gestures, violence. + Incorporeal spirits that long after death to haunt the living. + Unharmed by cold, heat, or the elements. nyone in earshot must makes a WIL save or be fall unconscious. + 4’tall bears (twice that much if standing) that subsist mostly on berries and roots. Drawn to campsites in search of food + Aggressive if cornered or feel that their young are threatened. 7 HP.1 Armor, 16 STR, 8 WIL, bite (d10), acid squirt (48, blast) 4 HP 1 STR, 14 DEX, 12 WIL, dagger (d6) 3 HP, 6 STR, 14 DEX, bite (d8) q 0 + Huge insectoids with + Thieves who value wealth Qu | «Large, nocturnal mammals that 2G | multiple legs and shiny over all else. $A Beg On te DoH oF fae ~ black, eyes. oo ll + Use disguises, stealth, S| MGnatected by darkness or & urea noote, ane uct and trickery to surprise >} § Dlinding effects. Loud noises and + Burrows just beneath the victims. $3 | holy rituals may frighten them. ] surfaces to ambush : 6Q | +: Recovers full STR and HP if |. _ a} unsuspecting creatures. the rarget has blood. fe> < 4 HB 1 Armor 14 6 HP, 12 DEX, 15 WIL, bite (46), two random spellbooks 10 HB 1 Armor, 12 STR, 13 DEX, 13 WIL, bite (dio) + Holy men & women bound to a particular deity. + Normally travel in groups of 4+. + Creatures caught in its webs are entangled and unable to move. Breaking free requires an STReive .eting its gazes difficult iivect attacks are * 7 HP, 16STR, 12 DEX, 6 WIL, claws (d8+d8), bite (dio) +1 tall white-furred bears who live in cold regions, subsisting mostl from sh. 4 + Excellent swimmers that | also move effortlessly through both snow and ice. 10 HP, 1 Armor, 14 STR, 13 DEX, 15 WIL, twin axes (d8+d8) 4] SHP.11STR,14 DEX,5 WIL, bite (a6) + Intelligent, wild dogs that travel in packs. + After each attack, they may teleport a safe distance away. 6HP.15 STR, 13 DEX, 5 WIL, claws (d8-+d8), bite (d10) + Aggressive, 9’ tall reddish- | brown bears found in mountains, © J woodlands, and prairies. «They prefer to eat fish and meat, and are not opposed to |} attacking the rare unfortunate to cross their path. 3 HP 6STR, 12 DEX, 6 WIL, (ds) +4’ long striped. carnivorous insect powerful mandible: + Prefers smaller prey but will not shy from hunting the occasional humanoid. 4] 12HB.11STR, 5 DEX, 3 WIL, devouring touch (8) 1 Z n — 8HP.17STR,13 DEX, 8 WIL, =] 2HP.4STR, 12 DEX, 6 WIL, bite @ |_aws (aiotdio), bite (dia) » | Ie a «Ferodoss, w= | +3'long beetles commonly found oO hi both deep underground and buried «|: inthick brambles. ED | esishe relying on their keen their «= Produces a orange slime throx @ 4 Lon the abdomen that lasts for several © | © che target loses an additional dé days. The productive organ is very | damage as they are squeezed intoa valuable alchemists. —3 15 HP.3 Armor, 18 STR, 6 DEX, fists (d10+d10), detachment (ds) + Beasts of burden native to dry, arid lands. bir, and emanatea strong heat. + Immune to fie and heat. Mundane acacks are + Can survive without water for weeks at a time. + Moves through sand and broken ground without difficulty, += Boggarts have names that describe their true nature. Knowingtheir true nameallows one to control a Boggart. ded weapons it spurts aburning iquid, doing diz blast. ES g g 8 s 8 s g a 1 4 HP 1 Armor, 14 STR, 12 DEX, 11 WIL, club a8, bulky) —q 4HP1Armor, 12 STR, 12 DEX, 9 WIL, shortsword (d6) or short bow (d6) 3 HB 12 STR, 6 WIL, tusks (d6) sa { -Omnivorous wild boars that @ | dwell primarily in forests. © | - Not naturally aggressive, Q 4} but dangerous if disturbed. 7 + Large, goblinoids covered -& | inanimal-like hair. On 3 [=2) rays travels with o s S OB. | ofseleaseone detachment. op + Prefers stealth and trickery to gain an Morale, save :Gores its victims, if th leader dic, the Bands advantage. { causing great loss of blood. i “ 4 HP 12 STR, 13 DEX, 5 WIL, — 8HP.2Anmor,1s STR, 8 WIL, — 4HP STR, 14 DEX, 12 WIL, av) horns (d8) i] sharpened arms (48, blast) u scimitar (d6) Eg 7 wy + Born from a wound caused by # ES eee Y | - Outlaw sailors who raid wg | 2eteedy or selfesh act that S| akstpened ends spread around ¢ s coastal settlements, as well © | hasbeen left to fester. 8B Jere & ] as other ships. © q- Attacks & kills to eat meat, 2 ndless guardians they simply © q- Travelin large ship cS J but gains no sustenance, (U4 devectand smack any ving create 3 ) crews, only fighting in Q | « : gores its victims by & | -Mandancattaces te impaied_againe FQ | clear advantage (generally 4} ripping out their entrails. the construct numerical). cs 1 13 a E 2. te 2 4 g Cat, Panther al ion Cat, Li al (d12), claws (d6+d6) (a4) 2 HP 6 STR, 12 DEX, 6 WIL, bite 10 HP 14 STR, bite and gore (d1o+d10), fire breath (d12, blast) + Huge, primeval cats with enormous fangs. + Extremely rare, generally found in regions untouched by civilization. (ds), claws (d6+d6) 4 HP. STR, 14 DEX, 5 WIL, bite + Giant, herbivorous crickets that dwell in caves. Blends into stone due to their natural coloration. + Emits loud shrieks when threatened that can be heard from very far away. + Immune to most types of poison 7 HP, 1Armor, 16 STR, 9 DEX, 13 WIL, tail (ds) + Athree-headed flying aberration.A hybrid of lion, goat, and dragon. *Created through powerful magic, these creatures are can be bound to a master or roaming free. + Dark furred cats that live on forests and plains. + Hunts medium or small- sized animals, using their extreme speed and night vision to their advantage. SHP.12 STR, 12 DEX, 1 WIL, bite (dio), claws (d6+d6) + Amonstrous creature with the body of a Cape buffalo, scales on its back, and the head of a wild boar. Its enormous head always points towards te ground. + :lts stare turns single target to stone. Moonlight reverses the effect. 6HP 14 STR, 14 DEX, 6 WIL, bi (a8), claws (d6+d6) Jong centipedes that live in damp, underground paces. + Generally shy, but will attack approache +:the venom renders the target deprived for up to 10 days (save STR once a day to recover). 6 HP 1 Armor, 14 STR, 12. DEX, spear (48) or short bow (d6) rs) v . 7 & a pride of at least 4. Op| - Striped, solitary B | - Creatures with the lower Seairirne maguatsor cher EG. | felines. Lives in woodlands & | body and legs of a horse and Scarnivorovs. Only hunts humans « | and in colder regions. - i upper body, a and if desperatly hungry or in clear 8 + Uses camouflage and 7 a 7 7 7 vent eecka 7 advantage. : Can follow bleeding prey over © { stealth to hunt and hunt for food in the forest greatdistances. 1 surprise their victims. and plains. 1HB 6 STR, 3 WIL, sting (d6) '1ce Cockatr: + Small creatures resembling chickens with reptilian features. + Notably agile and hard to pin down, their greatest enemy weas victim is turned to stone until the Cockatrice is killed. the I & 3 s 3 3 3 8 g 6 15 HP. 1 Armor, 17 STR, 8 DEX, bite (d10+d10) +50/long, extremely rate reptiles found on unexplored fluvial regions. + Attracted to the scent of blood or movement in the water. + Can easily destroy smaller ships with their crushing bite. + Noarmor against m *Casts Teleport at will. Anyone in eyesight is teleported toa random room inthe crypt 7 zy > 12 HP 2 Armor, 14STR,1DEX, 8 3 HP 3 Armor, 11STR, 4 DEX, IG WIL, bite (d10) . ¥ pincers (d8) a 5 | «immobile constructs «& | - Huge crustaceans that live z S| ypically used as guardians © | incoastal areas and g ‘© | to great tombs or artifacts. ~ | mindlessly attack anything oO TS q+ Unaffected by mundane 7 4 that comes near. Ff omar cee apsnsieare +2 | persuasion techniques, but §& | - their heavy carapace makes & impaired. 8 | does love a good bone. © | them notably sturdy but slow | -Cantelepore any rargein eyesight 0 | and unable to swim toa random room nearby. Al 1 6 HP 1 Armor, 14 STR, 8 DEX, |] 14H 1 Armor, 16 STR, 12 DEX, bite (d8) 18 WIL, mace (d10+d10), — 9HP.6STR, 12 DEX, 15 WIL, bite (a6) ‘ PFS | - Long, feathered serpent: $B | colorful wings. Live in hot jungles, 5B | ard are considered divine by some ° oO & | -20'long, may attack small | boats and canoes. 5g + Attracted to the scent of 8 g 0 s built atop the highest mountains or float + Highly imelligent and magical, they blood or heavy movement in the water. + Swim silently just under the surface to ambush victims. are capable of speaking any language ‘Can shapechange into the form of a person or small animal + Strong winds constantly surround it, 1 Ampairing projectile attacks. Cloud Giant ea if 1 4 HP 11 STR, 8 DEX, 12 WIL, dagger (d6) + Amphibious, fish-headed humanoids settlements, frequently 2] requesting union between one of them anda human. 1 + Oceasionally coastal settlements, frequently ing union between one of them the dark, surprising vict «+:Ahuman victim gets infected, becoming 2 lycanthrope ofthe same type >] 3 HP 12 DEX, bite (do) | « Bulky, domestic breeds with a ferocious nature. + Track by scent. Once started, very difficult to put offtthe trail. + Only attack at their owner's command. 10 HP, 1 Armor, 15 DEX, fists (dio+ds) 9 HP 18STR, 8 DEX,6WIL, club \ (do) 3 &.] - Giant humanoids with a © | single large eye centered on "S| the face, Bwell in caves and Pp Oo herd small animals. + Slow-witted, can easily be | fooled by other intelligent beings. 1 + Once holy warriors who fell to the temptation of dark powers that they now serve in undeath. Rides nightmarish steeds into battle. + Lesser undead creatures y follow their command. + Their evil aura frightens anyone who comes into nearby range. 11 HP.2 Armor, 16 STR, 19 WIL, bite (d8+d8) good-aligned dragons who joards in dunes of sand. lue conversations, thapechanges into humanoids adventurers. + Breathes gas in acone, targets affected fall asleep or flee in fear. 15 HP, 3 Armor, 18 STR, 13 DEX, 16 WIL, bite (dio+dro) + Majestic, reserved dragons with dark golden scales. Can be found anywhere, But nest atop mountains, feeding of amassive cone for dio damage to all aught. 3 HP 12 DEX, bite (d6) + Wild dogs that roam in forests in large packs. + A Wild dog automatically succeeds Morale saves while among its pack. 6 HB 1 Armor, 13 STR, bite (d10) + Large breeds selected by their bulk and strength. + Not scared by noise or battle, + Trained to fight until | death if not ordered to stop. 1 q 13 HP. 2 Armor, 16 STR, 17 WIL, bite (d1o+d10) + Proud dragons that dwell in deserts and other drylands. + Extremely vain, often take victims as slaves to adore them. « Breathes lightning in a long line for dio damage to caught. 16 HP. 1 Armor, 13 STR, 18 DEX, 14 WIL, bite (10), daws (d8+d8), detachment + Any eitcal damage saves provoked by the cally fail, due to its powerful acidicsaliva 12 HP. 2.Armor, 16 STR, 14 DEX, 18 WIL, bite (d8+d8) + Good aligned dragons that dwell in dry, rocky regions. + Appreciate jokes and riddles, frequently prank passing travelers. + Breathes acid in a cone for d1o damage o slowing 3s, halving the movement of al affected. 13 HP. 2 Armor, 16 STR, 14 DEX, 14 WIL, bite (d8+d8) i, ood dragons who eat mostly fish and aquatic plants. + Shapechange into small beasts to watch nearby wildlife and passing ships. Breathes lightning on a line for dio damage or repulsion gas ina cone, pushing victims away. 13 HP, 3 Armor, 16 STR, 14 WIL, bite (d8+d8) shining caught. al Damage: The poison paralyze body (ds DEX damage). 18 HP,3 Armor, 18 STR, 12 DEX, 16 WIL, bite (dr2), claws (d8+d8), detachment 12. HP. 2. Armor, 15 STR, 9 DEX, 13 WIL, rusty broadsword (48) + Undead horror made of withered flesh. Rises from those killed in battle and left to ro + :target is instantly killed, only to rise later asa Thrall. f dark skin and Live are blinded by bright light. + Wander in groups, frequently accompanied by giant spiders. 12 HP 2. Armor, 15 STR, 18 WIL, bite (d8+d8) 16 HP. 1 Armor, 16 STR, 16 DEX, 12 WIL, bite (d10), daws (d8+d8), detachment 3 HP 12 DEX, bite (d6) + Highly cunning, value the victims they ticked and thei power of influence more than any hoard of gold. + Breathes a thick cloud of poisonous gas for dio damage to all caught. + Giant, omnivorous black ants that build their col underground. + When hungry, they wil anything in their pat * Once in melee comb: not stop attacking its victim dead. ir 16 HP STR, 15 DEX, 8 WIL, wind blow (dio) 12 HB,2 Armor, 15 STR, blow (d8) 10 HP, 11 STR, 15 DEX, 14 WIL, draining hair (148) + Huge, living vortexes of whirling air. + Lighter creatures are swept away by its presence. «It's attacks ignore any worn armor. 4HP 2.Armor, 14 STR, hammer (as) + Huge waves of flowing water. + Must stay near a body of water. « Envelop victims inside their forms to drown then. 16 HP. 12 DEX, 14 WIL, flare (io, blast) + Apperaa woman with ong dak airchat ‘rend all che way oer fect. onlya ight. Their 4 HP 1Armor8 STR 1¢ DEX 14 WIL, shortswords {sed orongbow 8), 05 or Det Nag) Short, bulky, humanoids with tough skin like earth and stone. Dwell in mountains and underground. +Do not rely on light, being able to see shapes and heat patterns in darkness. + Highly resistant to poison and disease. 4HP.1 Armor, 14STR, 8 WIL, Warhammer (dro, bulky) + Living columns of pure flame that burn everything in their path, + Highly vulnerable to being touched by water or rain. «Can scatter their flames, freely changing its form. 12 HP 3 Armor, 16 STR, 6 DEX, fists (di2) + Slender, long-lived, fey humanoids with pointed ears. Live in harmony with nature, adapting to it instead of conquering. + Highly resistant to charming and mind-controlling effects. 9 HB 16 STR, 6 DEX, tusks (d10) + Scrawny dwarven creacures wit skin and ugly visages. Dwell in underworld strongholds and are known for theiravarice +Can see perfectly in the dark, but are blinded by bright light. ims using their ability le fora shore time. grey 1 + Huge humanoid beings made of earth and stone. + Create constant earth tremors with their presence. + Can meld into the earth and move through it as if swimming. Elephant + Large tusked animals that dwell nearhot forests. Found both alone and in herds. + With enough open ground for a clear run, it will charge its victims, enhancing damage. « Its tusks can be sold for high amounts of gold if removed whole. — 4HP.SSTR, 14 DEX,12 WIL, sting (d6) 9 HP.1 Armor, 15 STR, 8 DEX, 8 WIL, fists (dio+di0) i a o BO | Tiny winged draconic creatures witha (B | sing-tipped taland reddish scales. FR | round in forests and caverns. a o 3 my f communicating ly with nearby creatures. «gs poison leaves the vietim in a comatose state for 146 Flesh Construct TE +7 tall bloated humanoid abominations ‘made of flesh stitched together. + Mundane attacks, fire, and cold attacks are impaired against it. +: Tf the construct is ever hit by electric, it fully recovers oth HP and STR, and its next attacks are enhanced 4 HP 2 Armor, 14 STR, 6 DEX, tentacles (48+d8) +18’ tall humanoids with blue-ish skin and pale hair. Wear furs and iron Armor. + Unharmed by cold and ice. + Excellent trackers, hunt accompanied by dire wolves ses on rough the body. Scheming and greedy, air eepunderground. ‘ia nearby range «The eyeralks ca round: spells exch 2-Phobi + Giant snails with heavy, club- like tentacles and a colorful shell. Dwellunderground. + Its colorful shell can deflect magic, possibly annulling it or reflecting it to its caster. + Beautiful, amoral, and long-lived. + Resistant to most forms of magic. 10 HB. 16 STR, 6 WIL, club (d10) 13 HP 3 Armor, 17 STR, 8 DEX, greatsword (d12+d10) 6 HP 12 STR, 14 DEX, 11 WIL, teeth (d6), claws (d8+d8) | + Two-headed giant kin of low w= | intelligence and aggressive $ J behavior. Lay underground fy J and only act in darkness. + One head is always vigilant, | preventing being surprised. 1 Fire Giant Fail +16'tall humanoids with red hair and charcoal skin. Wear heavy armor made of brass, bronze or copper. Lair in fortresses built near volcanoes. + Masters of craft and war, know how to forge the finest weaponry. + Immune to fire and heat. + Appears as a 7-foot tall with a human woman with the head ofa fox. + Transforms into a fox at will. Gelatinous Cube | the cube and keeps being absorbed. { steep. 4 HP 12 STR, WIL 6, claws (d6+d6) 8 HP 14 STR, bite (d8+d8) q WIL, bite (diz), detachment umanoid undead that h. Found in packs of «Exhale strong stench, nauseating yearby living ere + Critical damage: paralyzed and loses 1d8 DEX. After paralyzing a victim, it moves to another target. 8HP 15 STR, 6 DEX, 3 WIL, devouring touch (d8) + Pale, 15’ long fish that lurk in the mud at the bottom of lakes and rivers. + Attack creatures that swim above their hiding spot. 6HP.14STR, 3 WIL, elongated claws jagged teeth (ds+-d6) +60'long, extremely rare reptiles found on unexplored fluvial regions. + Attracted to the scent of blood ‘or movement in the water. «Their crushing bite can tear ships (or armor) apart with ease. 6 HP, 3 Armor, 14 STR, 3 DEX, 8 WIL, pincers (d12) Large cubes of transparent ly, dwell in dungeons absorbing items and living creatures. + Difficult to be detected due to being transparent. +: The target is engulfed into 8 HP, 3 Armor, 14 STR, 6 DEX, 12 WIL, claws (ds+d6) + Grey-skinned man-things wearing shredded clothes, hunkering over the grou: 1 Craves the flesh of the {grows only more power vietim, + stargetis paralyzed. The wound turns fatal ma day if ot treated by a priest or skilled healer. If not burned, the body willrise as a Ghoul. 8 HP. 15 WIL, cold touch (d4) + Huge crustaceans that live in coastal areas and mindlessly attack anything that comes near. + Their pincers crush with enough strength to ignore any armor lesser than plate. « Their heavy carapace makes them y hardy but equally slow. + Magical creatures that look like monstrous, horned, winged statues. Suard places by standing still to pass like inanimate statues and attacking what comes near. + Cannot be charmed and put to + Incoxporeal spirits of the restless dead. Avoids direct confrontatio instead it quietly posesses a targe and acts through them when possible. + Immune to most forms of damage, only suscetible to magic and holy water. + One target must save WIL or be posessed, being controlled by the ghost 's somehow driven off victims. +Camattack farther away targets by grabbing them with their elongated tongue. The victim must save STR or be pulled to the lizard’s mouth and. ten. 10 HP 8 STR, 15 DEX, 8 WIL, talons and beak (d8+d6) Large bids of prey, the size of a wolf. an carty animals upto thee size. Giant Phase Spider + Spiny fish with rock-like scales. Live in saltwater. Normally passive, but attacks if disturbed. + Camoutlages in rocks and coral formations. +The spines release a highly lethal venom (d8 extra STR damage). Giant Flame Lizard Giant Electric Eel 8 HP 14 STR, 12 WIL, bite + 8HP14STR,8 WIL, tentacles rr (d84d6) or fire breath (d6,blast) 3 (6, blast) @ | 7HB 15 DEX, bite (dio)' +30'long grey and red lizards that &+ 1 Large, eight-armed saltwater 2 +5'long piranhas with colorful are sometimes mistaken by dragons. | creatures. Dwell nearby warm | scales. Live in rivers and + Lair underground where they sleep 6 J coasts. By | attack anything in the water. most of the day, but hunt on the | -Canattack up to 8 nearby J + Dwell in groups and overwhelm surface. creatures. i=} i *Unharmed by ames and heat. | Shen threatened, sp victims by swarming them. their eggs can be sold for a high ‘ty | cloud of ink and quickl Oo fF E 5 GB { notstop attacking. price. 1 2 HP 12 DEX, bite (d6) § away. 10 HB, 1 Armor, 14 DEX, 12 WIL, 4 HP 14 DEX, bite (d6+d6) and bites their head off Ly | _slaws deed o , nae s Sino +9' long eels that live in ce a +10’ long, aggressive warm, clear water. S| inser scan anne g fish. Dwell in deep + Able to emit an electric “e_ | Hts any prey asing ther green e shock, damaging all in the EE 4 foliage. Willnor aeack obviously @ 4 - Use their great speed to |} nearby water for dio. 3 Strong" fn choi laws, $b | suprise victims. c- La a 5 & e Rc} 3 it Sturgeon iant G ion it Scorpi ant G target, killing it in one day ifnot 3 HP 12 DEX, sword (d8 13 HP 3 Armor, 17 STR, 8 DEX, 12 HP. 2.Armor, 16 STR, 14 DEX, removed whole. 10HB 2Armor. 14STR Immune to fire and heat. 14 HB 1 Armor, 16 STR, 12. DEX, v greatsword (dio+di0) stone club (d1o+d10) i + Long saltwater fish with BE [ 229 ellnumanoids with red hair + 14'tall slender humanoids with and charcoal skin. Wear heavy a bone sword on the snout. 4p | Armor made of brass, bronze or Mostly peaceful. 1 | copper. Dwell in fortresses built + The bone sword might be €B 3 nearvolcanoes. — used as a longsword(ds) if Gey fp Masters ofcraft and war, know | © | how to forge the finest weaponry. stone. 12 HB 15 STR, 6 WIL, great club ~~ 18 WIL, morningstar(d10+d10) my | (48408) iS mm + Huge, 30’ long, 2 YT [ +12 'tall, hairy and aggressive armored fish. vv * | brutish humanoids. Dwell in + Swallow its victims whole e = hills and plains. if able. & 4 «Low intelligence, relies & i hala +& J only onits ferocity. 3 tacks : © | «Frequently attack 8 HP. 2.Armor, 12 DEX, 8 WIL, claws (di0+d8) or sting (d8) sy 6HP.15 STR, 14 DEX, biteand claws (d12+d10) settlements for food. 13 HP. 2 Armor, 18 STR, 12 WIL, greataxe (d10+d10) Found indrylands and caverns. Highly aggressive, normally a mmobilizes its victims laws, and then aack wi se thesti thesting ' poison paralyzes the it Weasel Be 1am G sre the victim is dead » Frost ‘iant G humanoids with blue-ish skin and pale hair. Wear furs and iron Armor. + Unharmed by cold and ice. + Excellent trackers, hunt accompanied by dire wolves. Draco j% iant G it, Storm ee ian G {and gliding down to surprise 6 HP 1 Armor, 12 STR, 8 WIL, spear (a8) or short bow (d6) 9 HP.1 Armor, 15 STR, 8 DEX, 8 WIL, fists (d8) + Ferocious humanoid hyenas. Legend says they were created ina wizards experiments. «Attack in packs, ters in a rampage » making ly 6 HB 14 STR, 14 DEX, bite (dio) + Artificial constructs made in theshape of giant felines, Created by wizards in a slow and complex process. -ack without error, able to see ble creatures nearby. + Immune to mundane attacks, gas, and mind-controlling effects 4HP 8STR, 12 DEX, 8 WIL, dagger (d6) or sling (a4) +7 tall humanoid abominations made of flesh stitched together. + Immune to mundane attacks, fire, and cold, + Absorb electricity damage received, healing HP by the same amount instead 18 HP, 3 Armor, 18 STR, 8 DEX, 11 \f WIL, fists (d1o+d10) mng carnivorous lizards in flaps between legs that iding. + Dwell mostly on the surface, but sometimes can be found underground, + Hunt by waiting atop tall places Ww 18 HP 2.Armor, 18 STR, 16 DEX, 18 WIL, greatsword (d10+d10) + Small, grotesque humanoids with skin in earthly tones of green, brown, and grey. + Avoid combat, only attacking when in advantage, using hit-and- run tactics. + Sometimes are found using dire wolves as mounts. 4HP.8STR, 12 DEX, 14 WIL, crossbow (d8, bulky) When it suffers slashing or damage to its STR, spurts 2b 8 HP, 2.Armor, 15 STR, 8 WIL, arms (a8, blast) +Can summon ligh _f nearby enemies for diz damage. gbolts to attack + Shore humanoids with long noses and ears. Live underground or deep in forests, + Intelligent tinkers, love messing with any kind of mechanism. Can easily beconvinced by the promise of something novel or uncommon, +Can understand and communicate with small mammals like moles or squirrels, +6 tall humanoid. constructs made of human bone. Have 4 arms spread around their torso. + Immune to mundane attacks, fire, cold, and electricity. 14 HP. 3 Armor, 17 STR, 8 DEX, {fists (dio) +10’ tall animated statues carved from pure stone. + Immune to mundane attacks, fire, cold, and J} electricity. ame fF a a o o x o 3 HP 18 STR, 6 DEX, 3 WIL, ‘acidic touch (d10+d8) = The aid cortodes both metal and wood along the carver, but eannot affect stone. fBesh be roalldamage exept fie, Once etuck fon vitim, can only be removed if burned amy. 3HP.12 STR, 14 WIL, knife (d6) orgaze (save) ; + Ghostly looking, green-skinned hags that dwell in seaweed forests and warm shallow waters. Crave eating human flesh. + Highly resistant to magic effects. + Hideous Gaze: Everyone facing the Hag must save WIL or drop too HP. 16 HP, 2 Armor, 15 STR, 6 DEX, 2 WIL, cobblestone fists (d10) + Mindlessy follows whatever commands given by its master, even after their death ‘Immune to mundane blades and missile and carries ou its previous orders, 8 HP 14 STR, 14 DEX, 6 WIL, bite (d1o+d10) +30! long aggressive fish ofa grey coloration. Dwell deep salt water, and sometimes attack smaller boats. + Can detect the smell of blood from many miles away. + Once moves to attack, doesn't stop until death. skin ranging from dark blue to black. + Dwellindead forests and swamps, crave eating human flesh 7 +Can cloak their true appearance wit lusory form, and can see through — 18HP.3 Armor,18 STR, 8 WIL, sword (d10+d10) +12’ humanoid statues forged with fireand magic. Wield massive swords of iron. + Immune to mundane attacks, electricity, and cold. + Absorb electricity damage received, healing HP by the same a} amountinstead. 1 6 HP 14 STR, fists (d6+d6) + Large, muscular apes that dwell in hot jungles. + Mostly peaceful until provoked, but will impose itself on the presence of its young. +:Rends the victim for 1d4 extra STR damage. 7 HB.14STR, 15 DEX, beak (ds+d8) or claws (d6, blast) + Ravenous hybrid predators, with the head and wings of an eagle and the lower body of lion. + Fly and attack atastonishing speeds, being able to dive for an attack and fly away before the target can react. +Can be used as a mount if taken young and properly trained, 4HP 14 STR, 14 DEX, 8 WIL, talons or beak (d6) 3 HP.12 STR, 14 DEX, claws (d6+d6) or bite (d10) + Large birds of prey, the size of 2 big dog. Hunt animals of similar size, but might attack humans if hungry. + Surprise their victims by diving tack from a great height. carry away creatures up to their size. «Hybrid creatures with she head and front half of an eagle and the back half of a horse. + Can be trained to be used as mounts. + Hate pegasi, attacking then on sight. «The Watchers of the Wood; acult that derive their power from leylines, rune stones, and the like. part of the victim's soul (ads WIL damage). — © 8HP.12 DEX, 14 WIL, claws (d6+d6) or song (save) S8HP.12 STR, 15 DEX, bite (d3+d6) or fire breath (d8) 6 HP. 2.Armor, 14 STR, 8 DEX, mace (d8) presence — 4HP8STR, 14DEX,14 WIL, shortswords (d6+d6) + Dont rely on sight to find its foes, due to its keen sense of sm 2 HP 8 STR, 15 DEX, 8 WIL, talons or beak (44) sameeneny. 8 HP. 1 Armor, 16 STR, 6 DEX, 8 WIL, bite (d8-+ds) manoids with hairy feet settlements called ant to fear is led by a stronger { halfling called shire-riff, who has access to better e + Small birds of prey. Hunt small rodents and reptiles, only attack larger creatures if they appear vulnerable. + Surprise their victims by diving toattack from a great height. + Can be trained as hunting companions. + Massive, thick-skinned animals that live in tropical waters. Herbivore, but aggressively territorial, +Can hold their breath for long Pee Stay underwater and tip oats that come too close over. 8 HP 12 STR, 12 DEX, 15 WIL, unarmed blows (d6+d4) 4 HP.6 STR, 12 DEX, 8 WIL, sting (da) 9 HP. 14STR, 14 WIL, claws and bite (d8+d6) Intelligent beings coalesced from to ahumanoid shape. Summoned by powerful wizards to perform tasks for them. |, the energies disperse and can later be reformed by its summoner. + Giant bees that build hives underground. Hyper aggressive, ateack anything that 10 HP.15 STR, 14 WIL, flaming sword (di1o+ds, bulky) Damage:‘The tentacles are ina poison that paralyzes the is DEX damage) victims are absorbed into the body and digested ina few minutes 18 HP. 2. Armor, 15 STR, 12 WIL, bite (diz, blast) 18 HB, 3 Armor, 18 STR, 8 WIL, sword (d12+d12) 6HP 6 STR, 14 DEX, 8 WIL, sting | (ds), detachment + Aarge reptilian creature with nine eine heada,Ganartackea numberof othe number ofheads Exch ime itakes damage to STR, loses one head, Severed heads regrow afer one recovering 1d HP foreach head stops head regrowth fora turn. 1 Iron Construct gas must also pass death, hives. Hyper aggressive anything that comes near. + Produce special honey that can heal

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