TABLE OF CONTENTS Gnawer Stranger Praya Thaumaturgis Wonderlandian Ulgurstasta* Black Text: Has art (With *: Art is Hoar Beast Quantorg* not custom made for project) Grave Demon Mashberry Monstrosity Red Text: Does not have art, but Sunworm Distressed Damselfy has stats. Balloon Sheep Libgon Magenta: Has art, but no stats Brambleshrike Emperor Fisher Blue Text: Does not have art or Shrikewood Pelagithid (*?) stats Chimeric Mummy Shade Tree Italics: Has description blurb. Bilge Rats Cthulico Soda Jerk Piz'imuri Mirror Golem Mantivern Knightmare Cauldron Crab Topiary Crab Fifue Bone Mites Ignomoth Abyssal Titan Thinking Otyugh Skele-Tone Bottomless Feeder Wereopossum Frogaconda Fade Rasp Coffee Elemental Ooze Princes (Sanguine, Phlegmat, Caudal Devourer Keg Golem Choleric, Melanchol) Unfamiliar Loners Beheld Troll Bad Cog Bishop Corvirex Cinnamon Dragon Un-Living Lightning Mirror Imp Chimney Wyrm Dracopede Glass Elemental Harvestman Ninpress Mirror Devil Boggart* Genemaw Sporemonkey Malfunctioning Mendicant* Mandrake Golem Pumpkin Dragon Ichtogryphon Corrupted Spellbook Metallurgic Mantis Pale Horse* Meltdown Golem Skulker Tezcatlipoca* Thaumovoric Lizard Feliciphage Swolesquatch Necrojewel Leviathan Tide Conscript Simurgh Grasping Horror Tidal Riot Pantherox Prism Skeleton Spherical Cow Terror Bird Mimms Gentleman Royal Jelly Loam Trolls Pompatoads* Tupak Ogham Sphinx Fossilith Fire Sprites Cone Shooter Living Boomerang Cancers Jinxes Brain-Maniac* Morghast Thundermites Living Building Ace of Spades* Soul Stingers Tiki Golem* Bonehead Crab Gold Slime Lepusians Possessing Vessel Facesnatchers Baabid Kanikami Lords of Edge Voiceless Unnerving Goat Wizener Eschaton Immanentizer Priestess of Jubilex* Alchemical Horror Spellbane Spores Deepernaut Abyssal Doppoilganger Dragon Prism Medusa Head Wrath Elemental Dirge Spirit The Wife* Stonelight Trapper Boneshock Boomer Depth Bats Semilitch Mole Warrior* Ribblethroat Hemidemisemilitch Mole Warrior...... 87 Table of Contents Wonderlandian Mirror Golem...... 4 Brambleshrike...... 27Ulgurstasta...... 56 Cauldron Crab...... 4 Shrikewood...... 27Quantorg...... 57 Bone Mite...... 5 Chimeric Mummy...... 28Mashberry Monstrosity Thoughtful Otyugh...... 5 Bilge Rats...... 28...... 57 Wereopposum...... 5 Soda Jerk...... 29Distressed Damselfly..58 Coffee Elemental...... 6 Mantivern...... 29Libgon...... 58 Keg Golem...... 6 Topiary Crab...... 30Pelagithid...... 59 Loners...... 7 Ignomoth...... 30Shade Tree...... 60 Cog Bishop...... 7 Skele-Tone...... 31Cthulico...... 60 Un-Living Lightning....8 Frogaconda...... 31Piz'imuri...... 61 Dracopede...... 8 Ooze Princes...... 32Knightmare...... 61 Ninpress...... 9 ...... 32Bottomless Feeder...... 62 Genemaw...... 9 Beheld Troll...... 35Abyssal Titan...... 63 Mandrake Golem...... 10 Corvirex...... 36Fade Rasp...... 64 Corrupted Spellbook..10 Denizens of the Twisted Caudal Devourer...... 64 Meltdown Golem...... 11 Reflection...... 37Unfamiliar...... 65 Thaumovoric Skink....11 Sporemonkey...... 38Cinnamon Dragon...... 65 Necrojewel Leviathan 12 Pumpkin Dragon...... 38Chimney Wyrm...... 66 Grasping Horror...... 12 Metallurgic Mantis.....39Harvestman...... 66 Prism Skeleton...... 13 Skulker...... 39Boggart...... 67 Mimms...... 13 Feliciphage...... 40Malfunctioning Ogham Sphinx...... 14 Tide Conscript...... 41Medicant...... 68 Cone Shooter...... 15 Tidal Riot...... 41Ichtogryphon...... 69 Jinx...... 16 Spherical Cow...... 42Pale Horse...... 69 Thundermite...... 16 Gentleman...... 42Tezcatlipoca...... 70 Loam Troll...... 17 Pompatoad...... 43Swolesquatch...... 71 Soul Stinger...... 17 Fossilith...... 43Simurgh...... 72 Gold Slime...... 18 Sentient Boomerang Pantherox...... 72 Facesnatcher...... 18 Blade...... 44Terror Bird...... 73 Lords of Edge...... 19 Brain Maniac...... 45Royal Jelly...... 73 Wizener...... 20 Living Building...... 46Tupak...... 74 Alchemical Horror...... 20 Tiki Golem...... 47Fire Sprites...... 74 Abyssal Doppoilganger Lepusian...... 47Cancers...... 75 ...... 21 Baabid...... 48Morghast...... 75 Wrath Elemental...... 21 The Voiceless...... 49Ace of Spades...... 76 Stonelight Trapper...... 22 Eschaton Immanentizer Bonehead Crab...... 78 Depth Bats...... 22 ...... 50Possessing Vessel...... 79 Ribblethroat...... 23 Spellsbane Spores...... 51Kanikami...... 79 Gnawer...... 23 Dragon Prism...... 52Unnerving Goat...... 80 Praya Thamaturgus.....24 Dirge Spirit ...... 53Priestess of Jubilex.....81 Hoar Beast...... 25 Boneshock...... 53Deepernaut...... 83 Grave Demon...... 25 Semilich...... 54Medusa Head...... 84 Sunworm...... 26 Hemidemisemilich.....55The Wife...... 85 Balloon Sheep...... 26 Stranger...... 56Boomer...... 86

Page 2 Explanations of Stat Blocks

Name:

Size: HP: Armor: Speed: Attacks: Special Qualities: Number Encountered: Environment: Loot:

Size: HP: Armor: Speed: Attacks: Special Qualities: Number Encountered: Environment: Loot:

Page 3 Mirror Golem Size: Large HP: 4/10 Armor: 2/10 Speed: Normal Attacks: • Flail (3/10 damage) Special Qualities: • Spell Reflection (50% chance to redirect spells back at caster) • Mirror Clone (Can create clones of people in its mirror. Clones have all gear and abilities of original, but 50% HP and lifespan, and is hostile to the original. Cannot be used on clones, or creatures who have already had a clone made once before) Number Encountered: Solitary Environment: Dungeon, towers Loot: • Ornate Fixtures (Worth money) • Reflected Treasure (Disappears if not taken off of clone before clone's death. Mirror of the Cauldron Crab treasure on that party member.) Size: Large HP: 4/10 Teetering on spindly, silvered legs is a gigantic, ornate Armor: 5/10 mirror, it's frame carved with grotesque images and Speed: Slow* (*Medium if moving side to side) filigree. Shadows and strange reflections move beneath Attacks: the silvered glass, mockingly. • Crab Claw (3/10 damage, with grab) • Dunk (If grabbed, 6/10 damage repeatedly until they escape the cauldron) Special Qualities: • Boiling Blood (2/10 damage if bled on) • Boiling Cauldron (2/10 damage to adjacent area when hit with heavy damage) Number Encountered: Solitary, or 2-5 as nesting pack. Environment: Islands, beaches, tide pools Loot: • Stony Shell (As iron for shields/armor) • Food (Boiled seafood stew) • Metal treasure/gemstones left in cauldron from other adventurers. A stone crustacean the size of a small shed ambles towards you, steaming water sloshing from the great bowl formed by the top of its shell. Its stony carapace is coated in moss and barnacles, a faint haze of head simmering from them. It's asymmetrical claws, one large, one small, clack towards you.

Page 4 Bone Mite Size: Tiny HP: 1/10 Armor (Dodge): 3/10 Speed: Normal Attacks: • Bite 1/10 Special Qualities: • Sweet Tooth (Attracted to sweet smelling things, repulsed by acidic solutions and blue light) Number Encountered: Pack 4-6 or Swarm 10-15 Environment: Ossuaries, the Hollow caves Loot: None

A tiny insect skitters across the ground, its carapace and limbs resembling two skeletal hands fused together at the wrist. A pair of tiny jaws and glistening eyes shine out from where the wrists meet.

Thoughtful Otyugh Wereopposum Size: Medium Size:Medium HP: 5/10 HP:5/10 Armor: 1/10 Armor (Dodge): 3/10 Speed: Normal Speed: Fast Attacks: Attacks: • Lesser Bite (3/10 damage, roll for disease) • Claw (4/10 damage) • Lesser Tentacle Slam (2/10 damage, roll for • Bite (5/10 damage, save vs rabies) paralysis) • Tail Whip (1/10 damage, trips) Special Qualities: Special Qualities: • Telepathic (Can actively communicate and • Playing Dead (When reduced to half health, speak via telepathy.) pretends to die.) • Educated (Has NPC class levels of a class of the • Shapeshifter (Transforms into non- GM's choice, based on what books it's gotten wereopossum NPC) hold of.) Number Encountered: Solitary, or hunting pack (2-3) • Otyugh Control (Commands other Otyugh Environment: Woodland, city alleys telepathically.) Loot: As non-wereopposum form, but with added trash. Number Encountered: Solitary, with 1-4 Otyugh Environment: Sewers Loot: • Books (Related to NPC levels) • Treasure bezoar (inside stomach)

Page 5 Coffee Elemental Size: Medium HP: 3/10 Armor (Dodge): 4/10 Speed: Normal Attacks: • Scald (4/10 damage, on contact with body), • Caffeine Overdose (0/10 damage, builds up charges per successful hit. At 3 charges, target suffers minor heart attack for 7/10 damage.) Special Qualities: • Liquid Body (takes 1/2 damage from nonmagic sources) Number Encountered: Solitary, or coffee house (3-5) Environment: Cities Loot: • Freshly roasted artisan coffee (Valuable)

A swirling mass of steaming black liquid and swirls out from the cup, small roasted coffee beans floating through its mass and assembling into the facsimile of snarling face.

Keg Golem Size: Large HP: 6/10 Armor: 3/10 Speed: Slow Attacks: • Keg Slam (6/10 damage, sprays alcohol on impact) Special Qualities: • Hollow (If not filled with liquid, takes double damage from blunt sources) • Intoxicant (If filled with alcohol, sprays alcohol when struck or striking, roll against poison or be intoxicated. If set on fire, violently explodes) Number Encountered: Solitary Environment: Cities Loot: • Fine liquor (Valuable) The heavy barrel before you shudders and moves, before rising up on a pair of muscular, wooden legs. Fins of wood and metal flex out from the sides with quick cracking sounds, and the sound of wood on stone occurs in concert with the shaky steps of the awakening golem and its stein-pointed legs. A silvery, polished spigot at the top of the barrel swivels towards you, a faint froth of hoppy suds dripping down the spigot's hole like a single, baleful eye.

Page 6 Loners Cog Bishop Size: Medium Size: Medium HP: 4/10 HP: 3/10 Armor (Dodge): 1/10 Armor: 6/10 Speed: Fast Speed: Normal Attacks: Attacks: • Strike (5/10 damage) • Staff Thwack (3/10 damage) Special Qualities: Special Qualities: • Human-Seeming (Looks like a human from far • Pawn Shaping (Can transform nearby metal into away, has automatic glamour that continues to groups of 1d6 Pawns (Small 2/10 HP, 3/10 disguise it as a human for 10-30 minutes at Armor, 2/10 damage Slam Attack) random) • Theology Weakness (Easily confused by • Aura of Disquiet (Animals around it see philosophical debate or logic traps) through glamour, automatically upset/hostile. Number Encountered: Solitary with 2d10 Pawns, or Causes random mutation in animals in clergy (3-4 Bishops, 4d20 Pawns) surrounding area.) Environment: Any • Inhuman Physiology (Immune to critical hits) Loot: Number Encountered: Solitary • Brass Clockwork (Valuable), Environment: Any, but not large settlements. • Machine-God's Symbol (As holy symbol) Loot: • Strange Calcified Lumps (As gemstones)

Page 7 Un-Living Lightning Dracopede Size: Large Size: Huge HP: 4/10 HP: 7/10 Armor: Special Armor: 6/10 Speed: Fast Speed: Normal Attacks: Attacks: • Electrocute (4/10 damage, save vs paralysis) • Slam (4/10 damage, displaces) Special Qualities: • Bite (5/10 damage) • Electric Body (Has no armor, but instead • Stinger (7/10 damage, save vs Paralysis) reflexively uses Electrocute on a successful hit • Acid Breath (6/10 damage in cone) to it) Special Qualities: • Electric Animation (Can possess corpses, • Darkvision (Can see in the dark) animating them. While animated, they have • Honey Trap (Can spit honey-like substance that 5/10 HP, Slow speed, and can speak. They lose stops movement.) 1/10 HP a turn as the energy burns through Number Encountered: Solitary, or mating pair them, before they're unusable) Environment: Mountains, caves Number Encountered: Solitary, or storm (2-3) Loot: Environment: Any with prominent corpses. Battlefields, • Treasure hoard (as dragon) graveyards. • Dracopede Venom (Paralysis) Loot: • Dracopede Honey (Valuable, healing) • Necrotic Fulgurite (as gemstone)

Page 8 Ninpress Genemaw Size: Large Size: Large HP: 7/10 HP: 7/10 Armor (Dodge): 5/10 Armor: 1/10 Speed: Fast Speed: Slow Attacks: Attacks: • Foxfire (4/10 damage, magically ignites) • Swat (6/10 damage) • Bite (5/10 damage) • Tendril Blast (3/10 psychic damage, long Special Qualities: range.) • Fox Magic (Can cast fire spells that damage as Special Qualities: Foxfire, and enchantment spells, especially • Poisonous Mucus (Direct contact or successful illusions.) Swat causes save vs poison) • Musical Weakness (Bardic magic deals twice • Psychic Puppeteer (When psychic damage the effect, Fox Magic can be the target of knocks a creature unconscious, it raises 1 turn Countersong and is twice as likely to fail.) later as a puppet. It retains all stats and status, • Divine Fragment (Counts as divine, anchored to but cannot use skills or abilities and is Ninpress Stone) unconscious.) Number Encountered: Solitary • Engulf (Can swallow creatures with its stomach Environment: Forests, wherever summoned mouth. Swallowed creatures transform into Loot: Genemaw Thralls who are +1/10 HP, -2/10 • Ninpress Stone (Can be used to summon a Speed, and gain a 4/10 damage Slam attack. Ninpress) Transformation takes 1 week, and while transforming the Genemaw goes down to Glacial in speed, -2/10 damage on Swat, and cannot use Tendril Blast or command Puppets.) Number Encountered: Solitary, with 1d4 Thralls Environment: Deep swamps Loot: • Genemaw Mucus (Poisonous) • Genemaw Tendrils (Psychic focus)

Page 9 Mandrake Golem Corrupted Spellbook Size: Large Size: Tiny HP: 8/10 HP: 2/10 Armor: 0/10 Armor: 1/10 Speed: Slow Speed: Fast Attacks: Attacks: • Slam (6/10 damage, slow) • Thwack (1/10 damage) • Mandrake Toss (1/10 damage, special) Special Qualities: Special Qualities: • Spellcaster (Can cast magic, up to the level of • Mandrake Garden (Grows Mandrakes in its spell in it before corruption.) body. When a Mandrake is uprooted, either • Spell Devourer (75% chance to absorb any spell through Mandrake Toss or damage, it screams, used targeting it, converting to HP.) causing all nearby to save vs paralysis.) • Floating (Flies around.) Number Encountered: Solitary or conservatory (5-6) Number Encountered: Solitary Environment: Forest underground, caves, dungeons Environment: Libraries, tombs Loot: Loot: • 2d10 mature Mandrakes, 3d8 Mandrake bulbs • Spell pages (Functions as spell scrolls.) • Lots of rich soil.

Page 10 Meltdown Golem Thaumovoric Skink Size: Large Size: Small HP: As Stone Golem HP: 2/10 Armor: As Stone Golem Armor: 2/10 Speed: Slow Speed: Normal Attacks: Attacks: • Fist (5/10 damage) • Bite (3/10 damage) • Detonation (7/10 damage, in cone, radiation) • Absorb Magic (0/10 damage, absorbs a magical Special Qualities: spell or effect, then gains the ability to cast it • Nuclear Aura (All living things nearby suffer itself as a charge. Takes turns to do so equal to 1/10 damage every turn as radiation.) the level of the magical effect.) • Radiation (All radiation damage builds up 1 Special Qualities: sickness per instance. At 5 sickness, roll vs • Spell Subsumption (Grows progressively larger nausea. At 10, take -1 to all stats. At 15, as it consumes spells. After 1 hour, an absorbed disadvantage on all rolls.) spell is permanently bound to the Lizard, and Number Encountered: Solitary can cast it once per day. In addition, it grows Environment: Any larger with each subsumed spell.) Loot: Number Encountered: Solitary or college (4-6 with one • Plutonium Core (Valuable, heavy) Large lizard.) Environment: Arid, the West Loot: • None

Page 11 Necrojewel Leviathan Grasping Horror Size: Colossal Size: Medium HP: 12/10 HP: 4/10 Armor: 0/10 Armor: 0/10 Speed: Slow Speed: Fast Attacks: Attacks: • Crush (8/10 damage, throws back) • Vorpal Talon (6/10 damage, vorpal, activates • Swallow (6/10 damage, traps inside body where Talon Gate.) target takes 5/10 damage each turn.) Special Qualities: • Grasping Maws (2/10 damage, automatic to • Extradimensional (Stats above are for its targets adjacent to any part of the Leviathan) projected body. Its main body lies beyond its • Withering Beam (10/10 damage, necrotic, line. gates, and has 8/10 HP, 0/10 Armor, and can Leviathan deals 4/10 damage to itself.) attack multiple times per turn.) Special Qualities: • Talon Gate (creates a gateway where it's talons • Aura of Blight (All healing within one mile cut. Can attack with Vorpal Talon through gates, fails. All dead matter within one mile has a 10% or cause more limbs and pieces of the chance, raising every hour in the aura, to extradimensional Grasping Horror to appear spontaneously animate) through it. Can force things through the gate, • Living Horde (Pieces of the Leviathan broken which counts as an instant kill. Killing the off via damage animate as undead of their projected body of the Horror closes all Talon respective size, and either rejoin the Leviathan Gates.) or attempt to kill those nearby) • Gate-Cursed Wounds (If a Talon Gate is opened • Pelagic Garden (Has different abilities via what on someone and then closed, the gate will re- kind of creatures make up its mass. At GM's open in 1d6+1 days during their sleep, where it discretion.) will try to kill them and drag them inside itself.) • Positive Energy Weakness (Takes double Number encountered: Solitary, or troupe (The horror's damage and effect from all holy or positive true body has figured out how to manipulate multiple energy sources) projections. There are 2d6 throughout the surrounding Number Encountered: Solitary area, and all share senses.) Environment: The ocean Environment: Any Loot: Loot: • Necrojewel Dust (Extremely Valuable, • Vorpal Talons (Brittle, count as Vorpal) extremely magical)

Page 12 Prism Skeleton Mimms Size: Medium Size: Varies (Diminutive to Medium) HP: 5/10 HP: 2/10 Armor: 8/10 Armor (Dodge): 6/10 Speed: Slow Speed: Fast Attacks: Attacks: None • Chilling Rend (5/10 damage, acidic, frostbite) Special Qualities: Special Qualities: • Imaginary Shapeshifter (Can change form at • Frozen Camouflage (Can hide underwater, in will, using telepathy based on imagination of snow, in acid, and in sunlight due to reflective those nearby) properties.), • Cursemaker (Can cast curses, favoring • Snowblind (When in direct sunlight, save vs misfortune.) blindness.) • Friends Forever (Can curse children to be Number Encountered: Solitary young forever.) Environment: Tundra, boreal wastes Number Encountered: Solitary or camraderie (5-10) Loot: None Environment: Small towns, forests Loot: • Mimm Dust (Temporary shapeshifting use.)

Page 13 Ogham Sphinx Size: Large HP: 6/10 Armor (Dodge): 4/10 Speed: Normal Attacks: • Pounce (5/10 damage) Special Qualities: • Ogham Writ (Casts spells as medium level druid in the form of written riddles. If riddle is answered correctly, spell triggers on Sphinx. If incorrectly, spell triggers on answerer. Riddles must be answered when read.) • Woad-Marked (Once per fight, can activate to give +2/10 damage to all attacks and temporary 2/10 damage reduction, but becomes unable to cast spells for duration. Lasts 2d6 turns.) Number Encountered: Pair or kith (3-5) Environment: Moors, beaches, vallesy Loot: • Golden jewelry • Berserker's Woad (Grants Woad-Mark effect, 3 uses)

Page 14 Cone Shooter 14 Cone of Clone (Duplicates everything in Size: Small area. The duplicates act as confused and HP: 4/10 bewildered variants of their original selves, Armor: 4/10 and melt into pale goo in 2d6 turns.) Speed: Immobile* (Can propel self with Cone of Force) Attacks: 15 Cone of Thrones (Fires tiny, exquisitely • Cone Blast (Random damage, random effect, made chairs for 1/10 damage.) see below) 16 Midas Cone (Transmutes all metal in area Special Qualities: to solid gold.) • Induction (Whenever a spell or ability with a 17 Cone of Force (Launches everything in Cone template is used on it, it uses the same affected area 20ft away from it, and itself ability on its next turn in lieu of its Cone Blast.) 20ft back.) Number Encountered: 1-4 arranged on any surface Environment: Any, summoned 18 Cone of Scone (Transmutes any foodstuff Loot: in area into delicious baked goods.) • Tiny cone-shaped gold pieces. 19 Cone of Unknown (Causes short term amnesia.) Random Cone Effect Table 20 Cone of Cones (Roll three more times on 1 Cone of Cold (4/10 damage, freezes) table. This cone fires out tiny frozen cones 2 Cone of Fire (6/10 damage) (½ usual size) that cause that effect when touched. Vanish in 1d6 turns.) 3 Cone of Light (1/10 damage, blinds) 4 Cone of Stone (Transmutes surrounding area to stone in cone. Those inside start to suffocate.) 5 Droning Cone (5/10 damage, deafens) 6 Cone of Growth (Causes plants to grow rapidly, making rough terrain.) 7 Cone of Alone (Save vs blindness, deafness, and silence) 8 Cone of Poison Gas (Lasts 1d6 turns, deals 2/10 damage per turn to everyone in it.) 9 Cone of Dragons (Flings Tiny dragons, who attack and bite. 1/10 HP, Fast speed, 1/10 damage bite and fire attacks, and capable of flight. Vanish in 1d4 turns.) 10 Cone of Bone (Throws bones for 3/10 damage, spawns 1d3 skeletons after impact.) 11 Antimagic Cone (Suppresses all magical effects in area) 12 Pro-Magic Cone (Doubles all magical effects in area, including cone sprays) 13 Cone of Tone (Grants +1 temporary strength to everything in area, also muscles.)

Page 15 Jinx Size: Tiny HP: 2/10 Armor (Dodge): 6/10 Speed: Fast Attacks: None Special Qualities: • Fey Magic (Can fly, turn invisible, teleport 10 feet in any direction as an action.) • Chaotic Aura (Renders any magical object of cantrip-level power unstable. When used, roll 1d6. At a 1, it explodes. At a 2-3, it casts the spell at a random target. At 4-5 it casts a different, random cantrip. At 6, it casts as normal.) Number Encountered: Solitary or throng (3-8) Environment: Forests, towns Loot: • Explodes into 1d4 random items worth 5 gold or less.

Thundermite Size: Swarm (Fine) HP: Size/10 Armor (Dodge): 3/10 Speed: Normal Attacks: • Positive Charge (5/10 damage, save vs paralysis) Special Qualities: • Swarm Intelligence (Gains intelligence as it grows in size) • Magnetic Pulse (As an action, can either attract or repulse all metal within area. Save vs strength to hold onto objects or not be moved.) Number Encountered: Small swarm (20-50 individuals) up to thunderhead (500-1000) Environment: Steppes, plains Loot: • Metallic Exoskeletons (Valuable). • Usable as a familiar, in which case it is 20-30 individuals and can manage a small shock or carrying smaller metal objects.

Page 16 Loam Troll Soul Stinger Size: Large (Varies) Size: Fine HP: 7/10 HP: 1/10 Armor: 3/10 Armor (Dodge): 5/10 Speed: Normal Speed: Fast Attacks: Attacks: • Smash (5/10 damage) • Soul Sting (2d10 damage, Level Drain) Special Qualities: Special Qualities: • Regenerator (Regenerates 4/10 HP per turn • Symbiotic (Lives inside of an undead host. unless damaged with acid or fire.) Grants the host +2/10 armor from their hive.) • Composite Form (Varies in size, strength, and • Level Drain (Stings inflict level drain, lasts until appearance dependent on what it's composed of, holy magic dispels or the undead host is killed, formed anywhere there is decomposing at which it lasts until the next rest.) vegetable material, fey magic, darkness, and Number Encountered: Swarm (10-15) inside host, or water.) throng (40-50) inside 4-6 hosts. Number Encountered: Small (4-10), Medium (2-4), Environment: Any with undead Large (1-3), Huge (Solitary) Loot: Environment: Caves, swamps, watery groves • Soulworked Leather (As magical leather armor) Loot: • Trollfruit (Grants 2/10 HP per turn regeneration for short time)

Page 17 Gold Slime Facesnatcher Size: Small Size: Medium HP: 4/10 HP: 4/10 Armor: 2/10 Armor (Dodge): 3/10 Speed: Slow Speed: Normal Attacks: Attacks: • Melting Touch (4/10, acidic) • As Stolen character Special Qualities: Special Qualities: • Golden Absorption (When in contact with • Stolen Faces (Can steal names and social metal, will absorb it and grow in size, gaining relationships from someone by eating hp and armor.) something important to them. Causes permanent • Treasure Disguise (Can hold shape hibernating charisma loss, unless Facesnatcher dies.) in the form of gold treasure, like a crown or • Unperson (If a Stolen character is reduced to 0 scepter.) charisma, they become an 'unperson'. If they are Number Encountered: Solitary, or hoard (5-10 in reduced to negative charisma, the Facestealer treasure pile) permanently takes their appearance, abilities, Environment: Treasuries, banks and social life, and they themselves become a Loot: Facestealer.) • Gold-like jelly (Valuable, but not as much as theNumber Encountered: Solitary gold it ate) Environment: Cities, civilization Loot: • As Stolen character

Page 18 Lords of Edge thousand times. Deals 6/10 damage each, and Size:Medium can attack independently. HP: 4/10 Armor: 4/10 7 Sword composed of iron harvested from Speed: Normal blood. Very brittle, like the Lord's ego. Deals Attacks: 5/10 damage and save vs disease three times. • See table below. Not magical, just disgusting. Special Qualities: 8 Summoning circle inscribed onto the Lord's • Dour Words (Anyone that listens to a Lord's poetry gains AntInspiration. The first point bones, usually on its forehead, that allows the cancels out inspiration, and additional points Lord to fire minor demons at targets as cause further weakness and ill luck.) projectiles by posing. Deals 4/10 damage at • Bardic Magic (Casts as high level bard.) range.

Number Encountered: Solitary, duet, or recital (4-8) Environment: Any Loot: • Whatever weapon it carries (see table), a book of dour poetry

Lords of Edge Weapons Table (1d8) 1 Scythe made of bones, with a sharpened spine for the blade. Deals 6/10 damage, and if it kills a target it steals its bones, healing the Lord and increasing the size of the scythe. 2 Between 300 and 600 engraved knives. Tosses out handfuls for 4/10 damage, and then can animate them at will to turn them into a wall of knives. 3 A battleaxe that has been converted into a steel-stringed lute. Deals 7/10 damage, and acts as bardic instrument. 4 Instead of a forearm, the Lord has their skeletal hand on the end of a 50ft coiled, spiked chain. Instead of damage, the hand casts Inflict Wounds on anyone it touches. 5 A flute made of human bone. Manifests Unspiration as a lethal force, dealing 1/10 damage per level of Unspiration every turn to targets that can hear as long as the Lord plays. If you die via this, your soul cannot be returned to your body. 6 Dual katanas, masterfully folded one

Page 19 Wizener Alchemical Horror Size: Medium Size: Medium HP: 2/10 HP: 6/10 Armor: 0/10 Armor: 2/10 Speed: Slow Speed: Normal Attacks: Attacks: • Withering Touch (1/10 damage, causes • Eyeblind Stream (5/10 damage, save vs temporary stat loss) blindness, poison, and transmogrification.) Special Qualities: • Chimeric Attacks (see below) • Curse of the Wizened (When killed directly, Special Qualities: instantly ages its killer 1000 years, and all other • Ex-Alchemist (Has all skills and knowledge of mortals nearby 25 years. If killed indirectly, it a high level alchemist) merely ages the nearby mortals up by 5 years) • Alchemical Reactor (Can produce, modify, and Number Encountered: Solitary copy potions within its own body, as long as it Environment: Any with very old members of races has imbibed them or contacted them.) Loot: • Chimeric Attacks (Can meld itself with other • Dust monsters for additional attacks. Pick attacks from any other monster and apply a total of 3 to the Horror.) Number Encountered: Solitary Environment: Dungeons, laboratories Loot: • 2d8 random potions • Imperfect Rubedo (valuable)

Page 20 Abyssal Doppoilganger Wrath Elemental Size: Varies (Shapeshifter) Size: Medium HP: 6/10 HP: 5/10 Armor: 0/10 Armor: -1/10 (See below) Speed: As shapeshifted form Speed: Normal Attacks: Attacks: • As shapeshifted form • Flail (6/10 damage, Burning Rage) Special Qualities: Special Qualities: • Shapeshifter (Can take the shape and • Burning Rage (Has effectively infinite armor. appearance of another creature, gaining all non- However, every time it's hit, it creates an aura of magic abilities of that creature and appearing damage coming out from it, growing in size and the same but monochrome, and with a faint oily dealing +1/10 damage per turn with each hit. sheen. It cannot communicate in any way.) Once it reaches over 10/10 damage, it starts to • Oily Sheen (Has a 75% chance to reflect deal 1 damage per turn to itself ignoring its targeted magic used on it. Has a further 50% armor.) chance to absorb targeted magic used on it.) • Frenzy (Will always attack first available target, Number Encountered: Solitary even if target is itself.) Environment: Any, the Abyss Number Encountered: Solitary Loot: Environment: Any, summoned • Umbral Oil (If worked onto armor, gives 50% Loot: magical reflection chance for 1 hour.) • Hate-Melted Glass (Valuable)

Page 21 Stonelight Trapper Depth Bats Size: Large Size: small HP: 4/10 HP:1/10 Armor: 5/10 Armor:2/10 (dodge) Speed: Glacial Speed: slow (fast, flying) Attacks: Attack: • Devour (5/10, locks in place) • bite (2/10) • Thrash (3/10, hits all adjacent) Special abilities: Special Qualities: • sonic pulse (the depth bat unleashes a powerful • Camouflage (Blends into stone or cavern blast. All non depth bats must make a CON save flooring) or take 5/10 thunder damage and be deafened. • Blinding Lure (Creates a floating blinding light Taking half damage on a successful save and directly above its body at all times except when not being deafened. attacking or moving. Makes tunnels look like a Number encountered: colony of 10-100 tunnel opening to the surface.) Location: caves and underdark Number Encountered: Solitary Loot: Environment: Underground • bat pelts (common) Loot: • sound damper ears (uncommon, can be used to • Stonelight Lure (Usable as incredibly long- make specialized ear plugs to protect against lasting fireless lantern) sound based attacks and being deafened).

Page 22 Ribblethroat Gnawer Size: huge Size: Tiny HP:7:10 HP: 3/10 Armor:4/10 Armor: 4/10 (dodge, invisible) Speed: slow (swim) Speed: fast Attack: Attacks: • Tongue Grasp (2/10, range: long, target is • claw (1/10) grappled and pulled towards Ribblethroat) • bite (5/10, grapple, special) • Bite (6/10, on grappled creature must pass a Special Qualities: STR save or be swallowed by Ribblethroat, • permanent invisibility (the Gnawer is invisible normal swallow rules apply). and can only become visible if it dies) Special Qualities: • Drain Sanity (on grappled creature it must make • ambusher: (has advantage on stealth) INT save or suffer from temporary madness, • dominate beast: Bullywug (Bullywugs that after 3 failed saves becomes indefinite madness, touch a Ribblethroat are charmed by it, can only after 5 the creature dies.) be freed once Ribblethroat is slain. Number encountered: swarm of 2-6 Number encountered: Solitary Environment: formal magical workshops, towers, labs, Environment: Swamps, temperate forests. and lairs. Loot: Loot: • Ribblethroat tongue (vauluabe, • Gnawer blood (valuable, can be used to make weapon/grappling hook) potions of invisibility) • Ribblethroat eyes (valuable, spell components), • Gnawer teeth (valuable, spell component). Ribblethroat claws • Ribblethroat hide (can be used to make leather Armor with resistance to acid damage).

Page 23 Praya Thamaturgus Size: Colossal HP: 10/10 Armor: 0/10 (fragile) Speed: Very Slow Attack: • Devour Magic touch attack (No damage to most creatures and magical creatures; 10/10 damage to creatures of pure magic (Fortitude half); gains temporary HP equal to the damage inflicted. Removes all magical effects on the target that aren't innate or from equipment; gains temporary HP equal to the total spell levels consumed this way. Magical equipment is mostly unaffected; DM may call for saves with hardness at their discretion. Spellcasters must save vs Will or lose 1d6 spell slots for the day plus one for each age category of the Praya; starting with the highest spell levels available. The Praya gains temporary HP equal to the total spell levels drained this way. Creatures inside its incorporeal form are subjected to these effects each turn as long as they remain.) Special Qualities: • Incorporeal • Flight (very slow) • Magic-Absorbing (Instinctively and automatically consumes spells cast at it, gaining temporary HP equal to the spell level) Number Encountered: Always solitary Environment: Leyline convergences, arcane ruins, any exceptional, persistent, and largely unattended concentration of magical energy Loot: • Magic-absorbing gossamer (incorporeal)

A vast, alien morass of luminescent tendrils drifts silently through the landscape, its spectral form heedless of the terrain. At least dozens of acres in size, its ponderous movement bears the inevitability of a coming storm. Wildlife flee from it in a panic, the magical among them falling into a shuddering torpor as they are engulfed. As it approaches, you feel the air around you deaden as gleaming incorporeal threads extend to discern your nature.

Page 24 Hoar Beast Grave Demon Size: Large size: Small HP: 8/10 HP: 4/10 Armour: 6/10 Armour: 3/10 Speed: medium Speed: Fast Attacks: Attacks: • Slam (7/10 damage, can concuss) • Raking claws (5/10 causes bleeding) • Icy Tusks/horns (5/10 damage chance to freeze • Draining bite (2/10 target loses life and the opponent) demon regains it) • Reckless charge (4/10 damage) • Maddening Stare (4/10 can make a person go Special Qualities: insane and causes slight atrophy) • Bestial rage(If weakened to a significant state Special Qualities: the Hoar beast can go into a rage which boosts • Blink (short range teleport) its speed and attacks but will lose its innate • Unending Hunger (can and will consume defensive capabilities as a result) corpses for magical ability and slight strength) • Frozen tusks/horns (Any attacks made by the Number encountered: anywhere from 2-5 beast will have a chance to freeze a target whichEnvironments: cemeteries, crypts, hell gets worse over a period of time unless an Loot: antidote is found) • burning eye Number Encountered: minimum of 1-2, packs of 4-5 are • small vial of demon blood rare • 1d10 razor talons Environment: Tundra, Arctic regions Loot: Bat faced looking thing the size of a human adolescent • Tusks small beady eyes radiate an aura of death and dread, • Horns can slowly push a man to madness • Hoar beast pelt (resistance to cold and minor forearms have skin stretched out to create wings that defensive buff) allow them to glide Burgundy skin on its body excretes a poison which can Large bipedal create with two immense forearms used kill even the most healthy for fighting other males of its species, its legs are Usually, inhabit cemeteries but on the night of a new smaller yet still strong enough to hold up its bulky moon will go into towns and attack indiscriminately frame Tusks that look as if they are made of pure ice protrude from its mouth and its head, many hunter and traveller have been unlucky enough to be impaled on these tusks and horns woolly coat on first glance seems to be near indestructible but is highly sought for the fineness of the fur and patterns.

Page 25 Sunworm Size: Diminutive HP: 1/10 Armor: 3/10 Speed: Slow, (Burrow Speed) Glacial Attacks: • Stinger (1/10 damage) • Flash (Creatures that are looking at the Sunworm must make a Reflex Save or be blinded for 1+[number of times a target has been blinded by this attack previously] turns. If a target is hit by this attack more than 7 times, they are permanently rendered blind) Special Quantities: • Nightcrawler (Has Blindsight up to 30 ft, is blind beyond this distance) • Toxic Avenger (The body of a Sunworm is filled with light-processors and light-generators that are toxic to most animals, and eating one in any form deals 5/10 poison damage) Balloon Sheep Numbers Encountered: Colonies (10-50) Size: Huge Environment: Caves, Tunnels, Abandoned Mineshafts, HP: 6/10 typically near spots where the sun shines in Armor: 9/10 Loot: Speed: Glacial (Hover) • Glow Cells (Bioluminescent membrane that Attacks: naturally absorbs light. Occasionally sought out • Stomp (5/10) by mages as a main material for Cloaks of • Inhale (Targets within a 20 foot cone in front of Invisibility) the Balloon Sheep must make a Reflex save, or have the oxygen sucked from their lungs. They take 7/10 damage and fall unconscious for 3 turn) • Exhale (After Inhaling, targets within a 20 foot cone in front of the Balloon Sheel must make a Reflex save, or take 3/10 damage and be blown back 25 ft.) Special Qualities: • Cloudspotter (Balloon Sheep, when not feeding on clouds, are virtually indistinguishable from a normal cumulus cloud) Numbers Encountered: Herds (5-20), occasionally Solitary on the ground Environment: High in the Sky, occasionally on Flying Castles or Mountaintops, rarely on the ground in Prairies Loot: • Float Bladder (Organ that allows the Balloon Sheep to float) • Balloon Wool (Used in exquisite luxury clothes due to its light, comfortable feel)

Page 26 Brambleshrike Shrikewood Size: Small Size: Huge HP: 3/10 HP: 8/10 Armor (Dodge): 4/10 (But will sacrifice self if Armor: 5/10 opportunity presents) Speed: Slow Speed: Fast (Flying) Attacks: Attacks: • Bramble Crush (7/10 damage, knocks prone, • Strangling Dive (4/10 damage, then explodes slow) into a mass of thorns. Save vs entanglement, • Keystone Seeding (3/10 damage, throws and if failed take an addition 2/10 damage per Brambleshrike keystones at target, which start turn until free.) regrow process (see above) when they hit the Special Qualities: ground.) • Keystone Heart (Animated by magical keystone Special Qualities: hidden in its chest. When it dies, it launches the • Fearsome Trophies (Has corpses of past keystone away into the earth, where it regrows offenders speared on its branches. Causes fear into a new Brambleshrike in 2d4+2 turns.) when it arrives) Number Encountered: Flock (4-8) • Bramble Nest (Carries 2d10 Brambleshrikes in Environment: Forests its branches, as well as 10-15 Brambleshrike Loot: Keystones) • Brambleshrike Keystone (Broken) • Keystone Core (Animated by magical keystone hidden in its torso. When it dies, the keystone will regrow into a new Shrikewood in 2d10 days, as long as it's in contact with the earth.) Number Encountered: Solitary Environment: Forests Loot: • Shrikewood Core (Broken) • Various treasure from impaled corpses.

Page 27 Chimeric Mummy Bilge Rats Size: Varies, either Medium, Large, or Huge Size: Swarm of Tiny Elementals HP: 4/10 (5/10 if Large, 6/10 if Huge) HP: Size/10 Armor: 4/10 (5/10 if Large, 6/10 if Huge) Armor (Dodge): 3/10 Speed: Slow Speed: Fast Attacks: Attacks: • Chimeric Attacks (Pick nonmagical attacks • Gnaw (Deals 3/10 Poison, save vs poison, deals from other monsters or animals that it is 6/10 poison damage to wooden structures) Chimerically combined with, if Medium pick 2, Special Qualities: if Large pick 3, if Huge pick 4) • Rotting Presence (Food, open wounds, and • Rotting Touch (4/10 necrotic, target makes Will other perishable organic materials that are save or target becomes Cursed with Mummy within 15 feet of the Bilge Rat rapidly rot, make Rot. Target cannot regain HP when cursed, take a Constitution save or take 1/10 poison damage 1/10 necrotic damage per hour, and if the target every turn while in that range for 24 hours) is reduced to 0 HP while effected by the curse, • Beings of Filth (Are immune to poison the target is reduced to dust and can only be damage, but Bilge Rats are instantly killed revived with a wish spell) when exposed to a pure body of water such as Special Qualities: the sea or a lake, or upon coming into contact • Chimera (The Chimeric Mummy is made up of with cleaning supplies like soap) several different monsters and animals. Numbers Encountered: Small Swarm: (10-50) Depending on the animals it is merged with, it to a Poopdeck (200-500) gains different traits. For example, being Environment: The bilge of ships, occasionally other merged with a turtle gives a +2 to Armor and locations with still, filthy pools of water allows them to tuck into their shell to shield Loot: None itself, being merged with a cheetah raises their speed, and being merged with a dog gives the Keen Smell and Hearing ability. Medium mummies can pick 2 traits, Large mummies pick 3, and Huge mummies pick 4) Numbers Encountered: Solitary Environment: Deserts, Pyramids, and other sources of shamanistic Necromancy Loot: • Mummy Wrappings • Mummy Herbs

Page 28 Soda Jerk Size: Small HP: 3/10 Armor: 2/10 Speed: Slow Attacks: • Carbonated Touch (2/10, acidic) • Foam Spray (1/10, range 15 ft., acidic) Special Qualities: • Flavor Saver (Modifies it's body to incorporate the flavor and color of things it absorbs, be it fruit, meat, grass, or any other organic object. They are naturally attracted to fruits and sugars, however) • Shake Well (Soda Jerks rapidly consume water when placed into it and use it to create more of themselves) Numbers Encountered: Solitary or Swarm (5-10 near sugar deposits) Environment: Bodies of water or fruit orchards in or near civilization Loot: • Soda

Mantivern Size: Large HP:4/10 Armor: 5/10 Speed: fast (flying) Attacks: • Claws (4/10 grapple) • Bite (6/10 venom save vs paralysis) • Venom Breath (5/10 damage in cone). Special Qualities: • Darkvision (can see in the dark) • chameleon scales (is nearly indistinguishable from background while motionless) Number Encountered: solitary or mating pair. Environment: Forests, swamps, Jungles, caves, underdark. Loot: • Mantivern scales (valuable, armor) • Mantivern venom (valuable, paralysis, healing).

Page 29 Topiary Crab Ignomoth Size: Large Size: Small HP: 5/10 HP: 3/10 Armor: 6/10 Armor: 2/10 Speed: Slow* (*Medium when moving side to side) Speed: Slow (*Fast when flying) Attacks: Attacks: • Claw Snip (4/10 damage) • Nibble (3/10 damage) Special Qualities: • Slam (3/10 damage while flying) • Topiary Display (Cuts bushes into magnificent Special Qualities: topiary sculpts as part of its mating display. • Flamepowder (Once per encounter, as an action These sculpts often contain additional treasure, can cover a 10ft adjacent area in flamepowder. but will anger the crabs. Every sculpt has a 10% If inhaled, deals 5/10 damage every turn until chance upon completion to become a Topiary treatment or death) Guardian) Number Encountered: Usually solitary, 5-20 in mating • Ancestral Memory (Topiary Crabs never forget, season or around big and bright lights and can recreate their memories in topiary.) Environment: Deep caves by day, forests by night Number Encountered: Garden (6-10) Loot: Environment: Woodland groves, seaside woodland • Cheratinous shell (good for light Loot: chest/arms/legs armor) • Iridescent Crabshell (Usable for strong armor, • Flamepowder (alchemical component in several favored by seaside druids.) health potions and/or explosives) • Various found treasures inside topiary.

Page 30 Skele-Tone Frogaconda Size: Medium Size: Huge HP: 5/10 HP: 6/10 Armor: 4/10 Armor: 5/10 Speed: Medium Speed: medium (swim) Attacks: Attacks: • Paralyzing Touch (2/10 Necrotic, Constitution • Constrict (5/10, restrain, save or start save or be paralyzed for a minute) suffocating) Special Qualities: • Bite (6/10, on restrained creature it must make a • Spellcaster (The Skele-Tone is an 18th level save or become swallowed, normal rules for Spellcaster, and has access to all spells a Bard swallow applies). of that level would have) Special Qualities: • Disco Doesn't Die (As long as a Skele-Tone has • Pounce (The Frogaconda uses it’s frog legs to a suitably large audience that they can draw leap on its prey, It jumps up to 60ft onto it’s power from, a Skele-Tone will regenerate in a prey for 7/10 damage. The creature must make designated 'studio' or similar creative space 24 a save or be knocked prone from the attack. The hours after being killed. In order to sustain this Frogaconda can then make one constriction connection, they must produce one piece of art attack on a prone target.) per month for their audience to enjoy, otherwise Number encountered: solitary their power begins to wane) Environment: swamps, jungles, temperate forests. • Turn Resistance (the Skele-Tone has advantage Loot: on Turn Undead effects) • several days worth of meat Numbers Encountered: Solitary, or rarely part of a Soul • Frogaconda skin ( rare, can be used to make Train (2-5) armor and shields) Environment: Cities, Castles, Arts Festivals Loot: • Frogaconda legs (rare, food, considered to be a delicacy in certain regions.) • Tons of Gold • Legendary-level magic item related to creating whatever art the Skele-Tone specialized in

Page 31 Ooze Princes Ooze Prince 2: Melanchol Size: Huge, Medium in Humanoid Form Ooze Prince 1: Sanguine HP: 7/10 Size: Huge, Medium in Humanoid Form Armor: 9/10 HP: 8/10 Speed: Medium Armor: 8/10 Attacks: Speed: Medium • Pseudopod (3/10 Acid) Attacks: • Melanchol's Bonesaw (2/10 and 2/10 Necrotic, • Pseudopod (3/10 acid) Vorpal, Humanoid form only) • Sanguine's Morning Star (2/10 and 5/10 Poison, • Bud (1d8+2 Slimes that are controlled by human form only) Melanchol) • Slime Tongue (Will save or target becomes Special Qualities: charmed by Sanguine for 1 minute) • Shapechanger (Melanchol can change his shape • Bud (Creates 1d8+2 Slimes that are controlled to any humanoid form, or back to his true ooze by Sanguine) form at will. His statistics remain the same in Special Qualities: each form and any equipment he wears is not • Shapechanger (Sanguine can change his shape transformed with him) to any humanoid form, or back to his true ooze • Ooze-Father (Has all of the regular traits of an form at will. His statistics remain the same in Ooze, such as their amorphousness and ability each form and any equipment he wears is not to squeeze through small spaces when in his transformed with him) true form, and can additionally bring any ooze • Ooze-Father (Has all of the regular traits of an within a mile of him to his aide. He can absorb Ooze, such as their amorphousness and ability other oozes to heal himself by an amount equal to squeeze through small spaces when in his to their HP) true form, and can additionally bring any ooze • Blackened Mind (Melanchol, in his pursuit of within a mile of him to his aide. He can absorb creating the perfect ooze, has trained himself in other oozes to heal himself by an amount equal all matters of dark arts and sciences. He is a to their HP) master of any skills related to intelligence and • Bloody Likeable (Sanguine is a constantly pure knowledge, and he is considered to be chipper, Cult leader-esque creature, and should level 10 in all Spellcasting classes, with access come off as near infectiously persuasive and to all of the spells those classes would have) charismatic. He has advantage on any checks Numbers Encountered: Solitary related to convincing people who he has not Environment: The Slime Pits, occasionally in human directly antagonized to do what he wants or form at mage's colleges requesting assistance from believe a thing he believes, and any social stats adventurers to acquire objects should be maxed out for him) Loot: Numbers Encountered: Solitary • Melanchol's Bonesaw (Deals a small amount of Environment: The Slime Pits, (Juiblex's layer of the necrotic damage and is considered Vorpal, abyss), occasionally in the lairs of larger Cults to slicing off limbs upon crit) Juiblex • Black Bile of Juiblex (Mysterious essence of Loot: concentrated ooze, elevates Mind Flayers/Elder • Sanguine's Morning Star (Deals large poison Brains to Demigod status at the cost of damage upon hit) transforming them into half-ooze monstrosities. • The Blood of Juiblex (Mysterious essence of Needed in ritual to kill Juiblex for good) concentrated ooze, elevates vampires into demigod status at the cost of also transforming them into half-ooze monstrosities. Instrumental in a ritual to kill Juiblex for good)

Page 32 Ooze Prince 3: Choleric ooze monstrosities. Needed in ritual to kill Size: Huge, Medium in Humanoid Form Juiblex for good) HP: 9/10 Armor: 7/10 Speed: Medium Attacks: • Pseudopod (3/10 Acid) • Choleric's Warhammer (5/10, 3/10 Fire, Humanoid form only) • Champion's Roar (All creatures within 120 ft. of Choleric with an intelligence above 3 must make a Will save or be frightened for 1 minute, and must use their entire movement to move as far away from Choleric as possible) • Bud (Creates 1d8+2 Slimes that are controlled by Choleric) Special Qualities: • Shapechanger (Choleric can change his shape to any humanoid form, or back to his true ooze form at will. His statistics remain the same in each form and any equipment he wears is not transformed with him) • Ooze-Father (Has all of the regular traits of an Ooze, such as their amorphousness and ability to squeeze through small spaces when in his true form, and can additionally bring any ooze within a mile of him to his aide. He can absorb other oozes to heal himself by an amount equal to their HP) • The Yellow General (Choleric is a master of battle strategy and leadership, inspiring those that follow him and reducing those against him to cowering children with his mere presence. He is capable of wielding any conventional weapon with deadly proficiency, and is able to predict the tactical maneuvers of most opponents after spending a minute observing their troop formation and movement, and with another minute he can concoct a strategy to counter it) Numbers Encountered: Solitary Environment: The Slime Pits, often on the frontlines of conflicts defending Juiblex's territory or attempting to expand it Loot: • Choleric's Warhammer (Deals a small anount of fire damage, makes the wielder appear larger and more intimidating) • Yellow Bile of Juiblex (Mysterious essence of concentrated ooze, elevates Giants to Demigod status at the cost of transforming them into half-

Page 33 Ooze Prince 4: Phlegmat Size: Huge, Medium in Humanoid Form HP: 6/10 Armor: 7/10 Speed: Medium Attacks: • Pseudopod (3/10 Acid) • Phlegmat's Dagger (2/10, 2/10 Cold, Constitution save or become Frozen solid for 2 turns, and become unable to take any actions. Humanoid form only) • Bud (Creates 1d8+2 Slimes that are controlled by Phlegmat) Special Qualities: • Shapechanger (Phlegmat can change his shape to any humanoid form, or back to his true ooze form at will. His statistics remain the same in each form and any equipment he wears is not transformed with him) • Ooze-Father (Has all of the regular traits of an Ooze, such as their amorphousness and ability to squeeze through small spaces when in his true form, and can additionally bring any ooze within a mile of him to his aide. He can absorb other oozes to heal himself by an amount equal to their HP) • Phlegmatic Chamberlain (Phlegmat is not a charmer, nor a scholar, nor a general, but he does possess excellent interpersonal skills and is one of the few demons capable of reigning in his three brothers. Phlegmat naturally produces a calming aura 120 ft. around him that keeps himself and others around him from performing rash decisions, dampening his own emotions to make him as impartial and unbiased as possible. He also is the only brother who possesses a direct telepathic connection with Juiblex, who he distributes orders from to his brothers) Numbers Encountered: Solitary Environment: The Slime Pits Loot: • Phlegmat's Dagger (Deals a small amount of cold damage and targets are forced to make a saving throw, or become Frozen solid for 2 turns) • Phlegm of Juiblex (Mysterious essence of concentrated ooze, elevates Goblinoids to Demigod status at the cost of transforming them into half-ooze monstrosities. Needed in ritual to kill Juiblex for good)

Page 34 Beheld Troll Size: Large HP: 7/10 Armor (Dodge): 4/10 Speed: Medium, Fast when Leaping Attacks: • Claw (3/10) • Eye Beams (See Beholder Eye Beam list) • Pounce (6/10, Reflex save or be either grappled or knocked prone, can only be performed after using full movement to head towards a target) Special Qualities: • Regeneration (Heals 2/10 HP every turn unless damaged by fire or acid. If the head of a Beheld Troll is cut off without the usage of acid or fire, the head can fly freely, using the same movement options as a Beholder, and can regrow its body over the span of a day) Numbers Encountered: Solitary Environment: Mountains, Abandoned Dungeons and Ruins Loot: • Beholder Eye • Gold

Page 35 Corvirex Size: Huge HP: 7/10 Armor (Dodge): 6/10 Speed: Fast (Slow when strutting. When strutting, Corvirex has advantage on Perception checks, and does not trigger traps), (Flying Speed) Extreme Attacks: • Goring Peck (6/10) • Snatching Claw (2/10, Reflex save or be grappled in the creature's grasp) • Maddening Caw (Will save or targets within a 120 ft. radius around the Corvirex will be driven into a rage-filled mania, and will attack the nearest organism for 30 seconds) Special Qualities: • Maddened Minds (The Corvirex is immune to any form of mind control and cannot be telepathically communicated with, any attempts to do so resulting in 3/10 psychic damage blowback to the individual attempting it), Numbers Encountered: Solitary Environment: Forests and other wooded areas, typically not far from destroyed dragon nests Loot: • Dragon Heart • Loot from Nest (varying levels of worth depending on stolen heirlooms) • Corvirex Brain (Powerful alchemical ingredient that when eaten raw enhances Intelligence permanently by 1, at the cost of the person developing a random mental disorder)

A tall, lanky figure, about the size of a full-grown oak, barely perceptible in the dark of the night, stalks towards the caravan, silent as the grave. The creature's limbs move slowly, cautiously, as if every step is calculated, while it's large, feathered black head jerks to one side, it's beady, soulless black eye staring straight through you as its beak glistens in the torch light. Then suddenly, in one great flash of movement, it darts forward, looming over you.

Page 36 Denizens of the Twisted Reflection • Amorphous Form: Whirling Shards (Can occupy the same space as other creatures, and Mirror Imp deals 6/10 damage to everything inside per Size: small turn.) HP: 3/10 Number Encountered: Solitary, summoned Armor:2/10 Environments: Wherever there are mirrors or glass in Speed: Fast sufficient amount, as well as the required magical Attacks: ambiance to create them • Glass Claws (3/10 damage) Loot: • Twisted Shards (Ranged, 6/10 damage, requires • None broken mirror.) Special Qualities: Mirror Devil • mirror walk (treat all nearby mirrors as a Size: Medium network of portals) HP: 5/10 • shatter (when taking damage, may "shatter" Armor (Dodge): 8/10 and reform nearby, does not prevent damage) Attacks: Number Encountered: Plague (3-5) • Glass Talons (7/10 damage) Environment: Twisted Reflection, areas with several • Shard Volley (6/10 damage, ranged) mirrors Special Qualities: Loot: • Mimic (Can alter its appearance into that of any • Shiny objects picked up through mirror humanoid of its choice, so long as it's close to the same size.) • Reflective Thought (Can skim thoughts via eye contact, requires uninterrupted eye contact for Glass Elemental at least 1 minute.) Size: Small-gargantuan (depending on amount of • Spellcaster (As medium-high level Wizard, with available material) focus on disguise, charm, and summoning HP :5/10 (Increases with size) spells. Can only cast if there is a nearby mirror Armor: 4/10 to cast through.) Speed: Slow Number Encountered: Solitary, or with 3-5 Mirror Imps. Attacks: Environments: Twisted Reflection • Glass Hail (5/10 damage) • Glass Fist (Only usable in Humanoid Form, 7/10 damage.) • Glass Rush (Only usable in Amorphous Form, deals 5/10 damage as charge to everything it touches during charge) Special Qualities: • Form Change (Can swap between two separate forms, one humanoid with the capacity for fine manipulation and the other a whirling swarm of glass shards.) • Humanoid Form: Razor Skin (Deals 2/10 damage to any creature it touches.) • Humanoid Form: Steady (Gains +1/10 armor while humanoid.) • Amorphous Form: Free Passage (Can fit through any space that a single shard of glass can)

Page 37 Sporemonkey Pumpkin Dragon size: small Size: Large HP: 1/10 HP: 8/10 Armor: 2/10 Armor: 6/10 Speed: Medium (climb) Speed: Slow, Glacial (Burrow Speed), Medium (Swim Attack: Speed) • claw (1/10 damage) Attacks: • bite (2/10 damage, save or become infected) • Bite (4/10) Special qualities: • Vine Smack (2/10, Reflex save or be grappled) • sporemonky infection (when creature is bitten • Seed Breath (6/10 Fire in a 45 foot cone, by a spore monkey or is within 5ft of a damaged targets take an additional 1/10 Fire sporemonkey that dies and does not have full damage from Sticky Seeds stuck to them) hp, it must succeed on a CON saving throw or Special Qualities: take 3/10 poison damage and lose 1d4 points in • Buoyant (Does not sink in water, instead bobs constitution. When a creatures constitution on top due to their hollow pumpkin insides) modifier reaches 0 it dies and in 1d6 rounds • Regeneration (Naturally heals 1/10 HP every 1d10 sporemonkeys burst from the creatures turn) curse. The only to cure this infection is by Numbers Encountered: Solitary passing 3 CON saves in a row or by using any Environment: Pumpkin patches spell that can cure diseases). Loot: Numbered encountered: a pack of 3-6, 1-10 spawn on • Large Pumpkin each sporemonkey corpse in the area. • Dragon Heart loot: • Roasted Pumpkin Seeds • sporemonkey paw (valuable, used in spell components and is often valued by Hags who A massive pumpkin drags itself across the ground, thick will trade for it. It must be taken with caution vines with claw-like leaves pulling it through the dirt as because it can infect any wounded creature it moves. Atop the pumpkin the stem swivels towards around it). you, two glowing eyes peering from it, giving the impression of some kind of great horned reptile. The lower half of the stem's end is split in two like jaws, and from it, a thick, orange substance oozes, flecked by small seeds, igniting briefly as it falls.

Page 38 Metallurgic Mantis Skulker Size: Medium Size: medium HP: 3/10 HP: 4/10 Armor: 3/10 Armor: 5/10 Speed: medium (fast, flying) Speed: medium (climb) Attack: Attacks: • claw (3/10, grapple) • claw (3/10 multi attack) • bite (3/10 piercing, 4/10 burning) • implant parasite (5/10 special) Special Qualities: Special Qualities: • excrete metal (reaction, the mantis excretes • greater invisibility (has an aura of I visibility metal around it as it turns a statue. All creatures that cannot be dispelled until death) within 5ft of the Mantis must make a CON save • blindsight (can see in darkness as if it was day) or be turned into either a copper, platinum, iron, gold, nickel, tungsten, or steel statue as if • parasitic host (creature implanted with parasite petrified along with the mantis. This can be or otherwise die in 1d8 days, can be cured by cured by the same means that can cure normal means of lesser restoration magic.) petrification) Number encountered: solitary. Number encountered: congregation (4-24) Environment: cave, underdark environment: forests, mountain, and caves with mantis Loot: made temples dedicated to the children deities of the • skulker claws goddess of metallurgy and the god of nature. • skulker teeth loot: • skulker eggs (valuable, spell components). • mantis claws (uncommon, weapon) • metal excretion gland (valuable, has either liquid copper, platinum, iron, gold, nickel, tungsten, or steel that can be extracted. This gland is fragile and requires a high skill check to harvest it).

Page 39 Feliciphage Size: Medium HP: 3/10 Armor: 2/10 Speed: Average Attacks: • Distilling Acid Spray (0.5/10 damage, prevents target from critically failing for 8 hours) • Cursed Mist Breath (2/10 damage in cone, victims can't crit until treated with magic. Goes on cooldown for a few turns. Older leeches can inflict random curses too) Special Qualities: • Misfortune Immunity (Immune to magical effects that would directly affect its fortunes) • Tremorsense • Cursesense (can detect curses on those around it and will try to spray acid so it can eat the curse. Common curses can be lifted this way, but not severe ones.)

Number Encountered: Solitary, Colony (6-24) Environment: Deep swamps, tribal lands (domesticated) Loot: • Fortune Acid (Slight damage, temporarily prevents critical failure)

Page 40 Tide Conscript Tidal Riot Size: Medium Size: Gargantuan HP: 10/10 decreasing HP: 120/10 Armor: 0/10 Armor: 0/10 Speed: Fast Speed: Extreme Attacks: Attacks: • Phase Across (3/10 damage, moves through) • Crushing Blow (9/10 damage, moves through) • Watery Smash (6/10 damage) Special Qualities: Special Qualities: • Unnatural Disaster (Treat Tidal Riot as a natural • The Tide Moves (Tide Conscripts don't attack giant wave phenomenon that can't be defeated. unless something is in his immediate path. He Rather, as his mass is made of thousands Tide would rather phase his liquid mass over the Conscripts dissolving, it is only a matter of time obstacle doing mild pressure damage. If until it disappears (1/HP per turn/minutes, use somehow contained/stopped, will go on a the appropriate time until it crosses over 1 big frenzy and attack until the obstacle is city)) dead/destroyed, and continue on his path) • Flow Through (Doesn't have the inertia of real • Low Tide (Tide Conscripts lose 1/10 HP for giant waves, phasing over buildings and people every minute/hour/day (Depending on number will damage them, but does not push them with encountered) that it is not on the Sea.) it. Anything harder than concrete/rock (or 9/10 Number Encountered: 4-5 (lasting minutes), 2 (lasting armor) is not affected by the crushing.) hours), 1 (lasting day) Number Encountered: Solitary Environment: Coastal Environment: Coastal Loot: Loot: • Crystallized Water (Valuable) • An adult naked primal being, of the oldest humanoid race on the setting/world.

Page 41 Spherical Cow Size: Large HP: 5/10 Armor: 8/10 Speed: Medium Attacks: • Vacuum Generation: Crush (Creatures in a 20 ft. sphere make a Reflex save or be pulled towards a concentrated point as pressure rapidly increases in a location, dealing 9/10 damage and reducing creatures killed by this attack to a bloody mist) • Vacuum Generation: Burst (Creatures in a 20 ft. sphere make a Reflex save or be pushed 15 ft. away from a selected point, taking 3/10 damage. Spherical Cows are not damaged by this attack) Special Qualities: • Magical Sense (Spherical Cows can sense magical objects and magical energy within 500 ft. of the Spherical Cow) Gentleman • Magical Osmosis (Spherical Cows absorb weak Medium Size magic and other forms of energy to heal HP: 5/10 themselves, be it excess energy from portals andArmor: 2/10 natural armor holes to other planes or Spells below 5th level, Speed: Fast, Spherical Cows are utterly unaffected and use Attack: the energy to heal themselves) • Twin Claws (5/10 damage, 8/10 if the target is • Astral Entity (Resistant to attacks from unprepared for the attack) nonmagical weapons) Numbers Encountered: Herd (10-20) Special Qualities: Environment: Astral Plane • Gentleman's Guise(Can assume the appearance Loot: of any former victim by wearing their skin. • Void Dust (Used to create powerful anti-magic changing skins takes one minute and a enchantments) gentleman is reduced to 0/10 armor until the change is complete.) Number Encountered: Usually one, rarely pairs or groups of 3 to 4 Environment: Any road Loot: • small amounts of money • small trinkets taken from previous victims

Page 42 Pompatoad Fossilith Size: Small Size: gargantuan HP: 4/10 HP: 7/10 Armor: 4/10 Armor: 8/10 Speed: Medium speed: slow Attacks: Slime Launch (1/10 Acidic, Constitution save Attacks: or be Paralyzed for 30 seconds), Bash (2/10 + The • claw (5/10, multiattack(6), restrain) damage of whatever object they have attached to them • bite (8/10, on restrained creature it must make a at that time) save or become swallowed, normal rules for Special Qualities: Sticky (Upon hitting a Pompatoad swallow applies). with a melee attack, make a Reflex save, on failure Special Qualities: whatever object you used to hit the Pompatoad is now • ambusher (has advantage on stealth checks stuck to their slimy body, which they will then bash into while within a mass grave) foes) Numbers Encountered: Small Gangs (3-5) up to Pomp • devourer of souls. (Creatures killed by the Mafias (20-50) Fossilith can only be brought back by means of a wish spell). Number Encountered: solitary Environment: sites of mass graves, underdark, shadowfell, other planes of undeath Loot: • various magical weapons and armor taken from fallen adventurers • Fossilith shell (valuable, can be used to make powerful armor with resistance to necrotic damage, armor made from this shell is cursed unless cleansed with powerful holy magic) • Fossilith flesh (valuable, used often in powerful rituals of undeath including lichdom).

Page 43 Sentient Boomerang Blade Size: Small HP: 2/10 Armor: 5/10 Speed: None Attack: • Boomerang Toss (4/10 damage against each target it hits while in flight. This attack power may be increased by any property or statistics of the wielder that would increase the power of a regular thrown boomerang.) Special Qualities: • Bouncing Blade (When thrown by a wielder, it can hit up to four targets of the wielder's choice within 30ft of the wielder before returning to the wielder's hand, dealing moderate damage on each hit. This all takes place on the wielder's turn. Otherwise, it acts as a normal boomerang.)

• Selective (The wielder must have at least 8/10 dexterity or they will take 4/10 damage both when throwing or catching the boomerang. Wearing leather gloves will lower the requirement to 7/10 dexterity, and wearing metal gloves will lower it to 5/10 dexterity. However, throwing or catching the boomerang with metal gloves creates a loud metallic screech.) Number Encountered: One per wielder, perhaps two. Environment: Wizard's dungeons, the hands of assassins and mercenaries. Loot: • Itself.

Page 44 Brain Maniac Size: Small HP: 2/10 Armor: 1/10 Speed: Medium, (Fly speed via Levitation) Slow Attacks: • Brain Blast (1/10 psychic damage at a range of 30 ft., Will save or Intelligence is dropped to 1 and the target becomes mind controlled by the Brainiac Maniac for 1 hour) • Telekinesis (Lift up to 100 pounds of inorganic material), Sparkler Pistol (3/10 Fire damage at a range of 30 ft., blinds targets upon hit to allow for quick escapes) • Mind Probe (Can only be performed on a creature under the effects of a Brain Blast. Learns 1 mental ability, such as a proficiency, a memory of an event, or a spell that the individual knows for 24 hours. Can learn it permanently by transferring the knowledge to a Central Computer on their ship) Special Qualities: • Telepaths (Brainiac Maniacs are masters of psionics, and can detect organisms with a brain or brain-like organ within 200 feet of them. They know the location of the targets and can focus on an individual to learn their surface level thoughts) • Specialists (Brainiacs are the only creatures that can pilot their spacecraft naturally using their psionic abilities, any other psionics user requiring hefty attunement and training over the span of a month to learn to pilot a craft to any level of aptitude) Numbers Encountered: Away Team (4-10) Environment: Near Farmland (particularly farmland with large crop fields or cow pastures), mountains Loot: • Sparkler Pistol (Functions exactly the same as how it's shown with the Brainiacs, can only be used by an individual with psionic abilities)

Page 45 Living Building • Whatever is inside of it.

Artificial Living Building Sentient Living Building Size: Gargantuan (at least 20ftx20ftx10ft, at max Gargantuan-er size (at least 50ftx50ftx20ft, at max 30ftx30ftx40ft), the legs add 20ft of height when 300ftx300ftx100ft), the legs add 40ft of height when extended. extended HP: Depends on construction, usually 9/10. The legs HP: 20/10. The legs have 4/10 HP each. have 4/10 HP each. Armor: 10/10. The legs have 4/10 armor each. Armor: Depends on material, usually 8/10. The legs Speed: Slow, but can only move for a certain amount of have 4/10 armor each. time before it rests for 10,000 times the amount of time Speed: Fast, but can only move for a certain amount of it moved. The minimum amount of time it can move is time before it rests for 100 times the amount of time it 30 minutes, and the maximum amount of time is 10 moved. The minimum amount of time it can move is 1 hours. minute, and the maximum amount of time is 1 hour. Attack: Attack: • Greater Stride (3/10 damage while walking) • Stride (1/10 damage, while walking) • Greater Crash (30/10 damage to things directly • Crash (Drop onto creatures underneath it to do underneath it by dropping down) 10/10 damage) Special Qualities: Special Qualities: • Mass Pilot (The Sentient Living Building can • Pilot's Seat (The artificial Living Building has only function if it has at least 30 intelligent one place inside of it in which an intelligent creatures within it giving it energy.) creature can sit and pilot the building as if it • Doors and Windows (Can alter its inside was their own body.) structure at will to create walls, doorways, • Powered (The artificial Living Building can floors, ceilings, hidden pitfalls, crushing walls, only move if it has a large power source giving etc.) it energy.) • House of Mirrors (A sufficiently large and well- Number Encountered: Usually one, though multiple can powered Sentient Living Building can create be made. within itself visual and audible illusions, Environment: Anywhere on the ground. antimagic fields, telekinetic effects, alternate Loot: gravity and localized vacuums within specific rooms, teleportation fields, healing circles, potent magnetic fields, auras that prevent interplanar travel, auras that block resurrection, and more.) Number Encountered: Solitary Environment: Anywhere on the ground. Loot: • Whatever is inside of it.

Page 46 Tiki Golem Size: Large HP: 6/10 Armor: 8/10 Speed: Slow Attacks: • Bash (3/10 damage) • Fire Breath (20 ft. cone from the Tiki's mouth, deals 6/10 fire damage) Special Qualities: • Soul Cauldron (Contains the souls and collected knowledge of hundreds of ancestors, but cannot be understood without taking a specialized drug as part of an ancient magical ritual) • Family-Oriented (A Tiki Golem's strength is determined by their tribe's health, and their damage, HP, and Armor will weaken the more unhappy, fearful, or sick the tribe they protects is. If the tribe is outright destroyed, the Tiki Golem is instantly killed) Numbers Encountered: Solitary Environment: The Peridot Isles, an archipelago of volcanic tropical islands with a single, great volcano in the middle Loot: • Tikis • Tribal-Crafted Golem Core Lepusian Size: Small HP: 1/10 Armor (Dodge): 4/10 Speed: Fast, (Burrow Speed) Slow Attacks: • Stolen Weapon (Roll for a Random weapon or tool the Lepusians could have stolen, they use that to attack) • Melt Snails (1/10 acid, Reflex save or target takes 1/10 acid damage for 3 turns, or until they pass the Reflex save) Special Qualities: • Keen Hearing (Have advantage on checks involving hearing) • Fleet-Footed (Gain an additional +2/10 to their Armor [Dodge] after moving their full movement ) Numbers Encountered: Scout Party (5-20) to Invasion Force (20-50) Environment: Grassy Plains, Forests, and Rolling Hills Loot: • Assorted junk and crops looted from village • small amount of gold

Page 47 Baabid Size: Small HP: 3/10 Armor: 6/10 Speed: Fast (Glacial when Flailing) Attacks: • Flail (3/10, can substitute its movement action for a Flail attack. With each successive usage of Flail, the attack gains +1/10 damage. Not using their Flail action on their turn resets the damage to its normal amount, and when flailing their speed is Glacial) • Infest (Can only be used on a target with 0 HP or below. The Baabid crawls down their throat and rapidly consumes their organs, healing all of the Baabid's HP and destroying the body of the victim, making them incapable of being revived) Special Qualities: • Sticky Feet (The Baabid can freely climb on vertical and horizontal surfaces) • Thin as a Twig (The Baabid is unnaturally thin, able to slip under surfaces that normally only Fine-sized creatures would be able to fit through, such as the space under doorways, as long as the Baabid can fit its length through the space) • Camouflage (When lying still, a Baabid is indistinguishable from a cave wall or other rock) Numbers Encountered: Solitary Environment: Rocky areas such as caves, cliff faces, canyons, and similar locations Loot: • Baabid Wax (Used to create magical seals)

Peeling itself from the stone wall like a bandage, the strange, near sheet-thin lizard-like creature is almost comical to look at, with its tiny, dangling muppet arms and blobby eyes. The laughter gets louder as it lets out a squeaky chirp, seemingly its battle cry, and begins flailing its limbs this way and that, small hard objects clinging to the dangling digits. This laughter begins to stop as you see the flailing grow faster and more rapid, and it opens its mouth to let out a louder croak... showing rows and rows of needle-like teeth. One of the idle hands smacks one of the stuck rocks against a cave wall, cracking the wall with a mighty smash. The pint- sized terror gradually begins to approach you...

Page 48 The Voiceless Size: medium HP: 3/10 Armor: 2/10 (dodge) Speed: normal (hover) Attacks: • Claw (3/10 grapple) Special Qualities: • incorporeal movement (can move through any solid object but takes damage if stays in solid object) • steal voice (when creature speaks within medium radius of the Voiceless must make save or lose it’s ability to speak. Casters that lose their voice this way cannot cast verbal spells and the voiceless can cast them as if they were it’s own) • Maddened Gibbering (when the Voiceless speaks, creatures within medium radius must succeed save or lose 1d4 from wisdom score. A creature dies when its wisdom score is reduced to 0). Number Encountered: solitary or 2-4 pack. Environment: any but holy ground. Loot: • stolen voice (only if slain or if wrong done to it was fixed within 24 hours, otherwise a stolen voice can only be returned by the equivalent of a greater restoration or wish spell) • ghost ectoplasm (valuable, spell component)

Page 49 Eschaton Immanentizer one of the few objects capable of creating Size: Small enough heat to smelt Adamantine and similar HP: 3/10 powerful metals, as well as automatically Armor: 8/10 instilling holy enchantments on lesser weapons Speed: Medium (Fly) forged with it) Attacks: • Psychic Lashing (3/10 psychic damage), As if the sun itself decided to fall from the sky, before • Radiant Flash (1/10 radiant, target makes a your very eyes you see a blinding orb, surrounded and Reflex save or becomes blinded for 1d4+1 trailed by peculiar metal rings and feathers, gently turns) levitate before your eyes. After your eyes adjust to the • Paradisium (Target makes a will save. Upon initially scalding rays, you can almost feel yourself failure, the target begins to mentally drift away, beginning to be pulled into it, as if the whole world was slipping in between the real world and melting away, the sound of angelic voices and various conscious dream world for 1 turn, all attacks soft instruments practically pulling you into the flaming and checks at this time at disadvantage. At the orb. However, you are able to pull yourself away, end of their next turn, they must make a will recognizing this orb's illusory tricks, a fact that the orb save, upon failure becoming trapped inside of responds to by forming several purple flagellation an idyllic dream world. The target can be saved whips, preparing to force you to accept its blessing within 1 hour of initial entrance with the usage of a high-level curse-removal spell such as Greater Restoration, but after the initial failure the condition cannot be cured as their soul begins to be transformed, the body incapable of being revived. Even if the body is destroyed during this time, the soul would still continue to transform into a Eschaton Immanentizer over the span of exactly 6 days) Special Qualities: • Holy Construct (The Eschaton Immanentizer is immune to radiant damage and possesses all of the standard abilities and traits of a construct) • Blinding Light (An EI has disadvantage on Stealth checks, but additionally is so painfully bright that upon seeing it, a creature must make a Reflex save or be blinded for 1d4+1 turns. After succeeding on this throw, you are not effected by the Blinding Light trait for 1 hour) • Psychic Piousness (The EI can sense creatures with human-like intelligence within 1 mile of it, and can sense how much they seek to escape the physical world, as well as their spirituality and religious beliefs) Numbers Encountered: Solitary Environment: Destroyed Temples, Abandoned Wizard Towers Loot: • Radiant Golem Core (Very valuable gold-plated golem core, hot to the touch. Valued among smiths and enchanters due to their ability to smelt incredibly powerful holy artifacts, being

Page 50 Spellsbane Spores Size: Tiny-Huge (Varies) This purple bioluminescent breed of fungus was first HP: 1/10-5/10 discovered growing in the sewers beneath a large Armor: 2/10 mage's guild, and was apparently feeding off of latent Speed: Slow magical energy in the area. Then someone thought it Attacks: would be wise to cast an Awakening on it... • Slam (1/10, weak bludgeoning attack, target must make a con save to avoid inhaling spores Spellsbane Spores walk on multiple root-like and becoming poisoned. This attack increases toappendages and vary in size from small to huge, 2/10 for medium spores and 3/10 for huge dependant on how much magical energy they have been spores, exposed to. Very few spells have the capability of Special Qualities: damaging a Spellsbane Spore, and stronger magic only • Magical Absorption (When targeted with a serves to feed it more. Even magical weapons can cause magical spell, a spore has an 80% of negating the spore to grow and repair as it's being cut down. the effect and regaining 1d8 hit points per level Upon reaching critical mass, the spore will burst itself of the spell instead. If this healing would cause and distribute countless seed through the air. If not dealt the spore to heal over its maximum HP, it with correctly, a single spore can quickly become an increases in size by one category and gains the infestation. additional HP as temporary hit points.) • Spore Scatter (A Huge sized spore will explode when it is reduced to 0hp or when it gains at least 25 temporary hit points. It can also willingly trigger this explosion as a standard action. All creatures within 10 feet of the spore must make a con save or be poisoned, and 2d8 tiny sized spores are left in place of the huge spore.) Number Encountered: Most spores are found in clusters (3-5 tiny spores and 1-2 small spores), but an infestation can be as many as 5 or 10 medium spores with 1 large or huge spore. Environment: Caves, Sewers, Abandoned Mage Towers Loot: • Spores somtimes have magical trinkets or half- drained wands inside them, as they feed off of the magical energy to grow.

Page 51 Dragon Prism room, the reflective dishes move as soon as you cross Size: Varies (Depends on dragon harvested from, ranges the threshold, sending the concentrated rays of the sun from Tiny to Large) into the mysterious gem, cascading through it and HP: 2/10 (Tiny), 4/10 (Small), 5/10 (Medium), 6/10 illuminating what appears to be the morphed, twisting (Large) souls of large, scaled beasts inside, clawing and Armor: 2/10 (Tiny), 4/10 (Small), 6/10 (Medium), 8/10 gnashing their fangs in anger at their containment. You (Large) look on in awe and horror as the crystal refracts the Speed: None beam back out, ripping 2 of the spectral dragons from Attacks: their glistening prison to stand before you, flickering • Refract Dragon (Only works if the Dragon slightly but unmistakably there. The red-scaled illusion Prism has light shining through it. The Dragon before you snarls down at you, and opens its maw to Prism projects 1d4 Chromatic Dragons of unleash a deadly torrent of flame... various colorations to defend itself [Wyrmlings if Tiny, Young Dragons if Small, Adult Dragons if Medium, Ancient Dragons if Large]. These dragons have the, stats, abilities and attacks of a normal dragon of their classification and coloration, but cannot leave the projection range of the crystal and disappear back into the crystal when it stops projecting) Special Qualities: • Soul Shard (Constructed from processing a dragon heart, the projections created by a Dragon Prism are the actual souls of dragons, harvested and condensed into the gem. This means that in addition to being immune to breath attacks and all elemental attacks that make up the various dragon breaths, it also means that the dragons inside are constantly attempting to escape the crystal, and often will attempt to bargain with a nonhostile foe for them to free them from the confines of the Prism) Numbers Encountered: Solitary Environment: Lairs of liches and similarly powerful evil spellcasters, alchemy labs Loot: • Dragon Prism Shard (Become discolored after shattering the crystal, taking on the coloration of a dragon. Can be used as an arcane focus, boosting the power of elemental attack associated with that color of dragon's breath weapon)

Peeking into the Lich's treasure room, you see what appears to be a tree-sized, thick crystal standing before a massive mountain of gold and jewels. Several reflective dishes are affixed to the ceiling, reflecting sunlight from the surface far above using a complex series of mirrors and thin tunnels. As you enter into the

Page 52 Dirge Spirit Boneshock Size: Medium Size: Medium HP: 5/10 HP: 5/10 Armor (Dodge): 4/10 Armor: 5/10 Speed: Medium Speed: Fast Attacks: Attacks: • Spectral Touch (4/10 damage, ignores armor) • Zapper (3/10 Lightning damage) Special Abilities: • Electrify Self (Coats itself in an electric aura for • Dance of the Dead (Raises and empowers 1d4+2 turns, any creature that makes a melee nearby undead through it's music, has debuffing attack against it must make a Constitution check effect on the living, types of effects depends on or take 1/10 Lightning damage and become type of songs being played) Paralyzed for 1 turn) • Necromantic Potency (Casts spells as medium- Special Qualities: high level necromancer, with focus on buffs for • Shock Absorbent (Is immune to damage caused undead, debuffs, illusions, and fear spells) by Lightning damage. When hit by a Lightning Number Encountered: Solitary, or parade (3-4 with 10- attack, the Boneshock gains a Speed of Extreme 30 lesser undead) and all Lightning attacks it has gain a +2/10 Environments: Grave sites near civilization damage) Frequency: Rare • Construct Physiology (Cannot be transmuted or Loot: necromanced, immune to poisom and psychic • Ectoplasm damage, can heal its HP by a small bit if it replaces damaged or broken bones with the parts of other skeletons) Numbers Encountered: 1-20 Environment: Golemsmith Laboratories, Cemeteries, undercover in a Necromancer's castle Loot: • Copper Wire • Golem Core

Page 53 Semilich Appearing to be a simple skeleton at first, you observe Size: Medium that the peculiar work of necromancy has one or two HP: 4/10 jewels embedded into its bony frame, jewels that seem Armor: 9/10 to absorb the light around them as the skeleton jerkily Speed: Medium rattles through the empty corridors. Its skeletal frame Attacks: cracked and missing several pieces in places, you can • Howl (Recharge 5-6, each creature within 30 ft. almost not believe that this frail-looking thing is the of the Semilich that can hear the howl must source of the intense, raw magical power and succeed on a constitution save or be dropped to necromantic might that you felt earlier, its mere 0 HP. Upon success, the target is frightened presence seeming to rob the air of any freshness and fill until the end of its next turn) it with electricity. • Draining Touch (3/10 cold damage, the Semilich is healed by the damage dealt, target makes a Constitution saving throw or becomes paralyzed for 30 seconds. The target can attempt to make saving throws on each of its turns to try and end the effect early) Special Qualities: • Spellcaster (A Semilich is a 19th level Wizard, and has access to all spells a Wizard normally would at that level) • Turn Immunity (Immune to the effects of turn undead) • Avoidance (If a Semilich is subjected to an effect where it would take damage from succeeding on a saving throw, it instead takes no damage should it succeed on that saving throw) • Rejuvenation (When a Semilich is destroyed, if the Necromantic Jewels on its body still remain intact, it can regenerate from said jewels in 24 hours, though it will be an incomplete skeleton each time as it continues to transform into a Demilich) Numbers Encountered: Solitary Environment: Anywhere a Lich can be found, typically the Lich's private sanctum as it begins the transition Loot: • Broken Demilich Gem (Powerful necromantic artifact, though it has to be broken for the Semilich to truly be killed.

Page 54 removed by any means, magical or otherwise, unless the Hemidemisemilich either leaves themselves, the wearer dies, or the weares uses the Hemidemisemilich as part of the process to become a Demilich) • Spellcaster (A Hemidemisemilich is a 5th Level Wizard, and has access to all of the spells a Wizard of that level would have, the scraps of magical knowledge left over from the consciousness of the lich who once inhabited them. The Hemidemisemilich shares this knowledge with those who wear them, and using these spells/learning more is intoxicating and addictive for the wearer, further pushing them towards lichdom) Numbers Encountered: Solitary Environment: Treasure Piles around where a Lich who recently ascended past Demilichdom was Loot: • None

Once a harmless farmer's wife, Old Janet Smithy went on a rampage recently after that strange, foul-smelling merchant sold her husband a set of strange green Hemidemisemilich jewelry. She was acting strange since then, but she Size: Fine really flipped when she murdered her entire family and HP: 1/10 raised them as undead about a month later, and tried to Armor: 1/10 take over the town. The servants who saw her last said Speed: Glacial (Hover) that her spells seemed to be channeled through her from Attacks: the gems she wore, and every time Janet cackled, it • Curse (Can only be used when worn or carried sounded like voices from the jewels laughed with her... by a target as a piece of jewelry. The Hemidemisemilich instills a curse onto the wearer that makes them seek Lichdom, the thirst for eternal life and magical might slowly consuming them until it becomes their greatest obsession. They also develop a desire to protect the Hemidemisemilich at all costs, seeing them as prized artifacts that will act as the key to their eternal existence, and will defend a Hemidemisemilich with their life)

Special Qualities: • Hidden Evil (A Hemidemisemilich appears to be a set of enchanted jewelry, spells designed to reveal the nature of their magic showing them to have a number of positive, beneficial effects, made to encourage people to put them on) • Immovable Force (Upon being worn by an individual, a Hemidemisemilich cannot be

Page 55 Stranger Size: medium HP: 5/10 Armor: 4/10 Speed: medium Attacks: • Folding arm punch (4/10 damage) • Creepy cane kick (3/10 damage, save vs knockdown) • Creepy cane eye beam (3/10 damage, ranged) Special Qualities: • Noble Form (The Stranger can assume the form of a travelling aristocrat of any medium sized humanoid species.) • Soul Feaster (The Stranger uses its antenna to find tasty souls, which it sucks out with it's eye. A creature that dies near the Stranger, if it finds the creature worthy, will be devoured and Wonderlandian Ulgurstasta cannot be resurrected.) Size: Gargantuan Number Encountered: Usually solitary they sometimes HP: 9/10 are found in roving dinner partys of up to five Armor: 3/10 individuals. As part of a Roving dinner party each Speed: Glacial stranger must take the form of a different race, to stay Attacks: unique. • Tail Whip (2/10) Environment: Streets and Cities. Special Qualities: Loot: • Spellcaster (Wonderlandian Ulgurstasta are 18th • Crystallized Eye (As precious gem) level Wizards, and have access to all spells that a Wizard of that level would have) • Spirit Anchor (Individuals killed by or in an area around the Ulgurstasta become Ghosts and become trapped inside of the Ulgurstasta's hookah, falling under the Ulgurstasta's telepathic control, and cannot be revived) • Larval State (Additionally, They are all immature larva. If one ever actually succeeds in attaining enlightenment, it’ll spin a silk cocoon and metamorphosis into something. Nobody’s seen an adult yet. ) Numbers Encountered: Solitary Environment: Mushroom Forests, 'Pockets of Wonderland' (Locations where the Wonderland demiplane has leaked into the Mortal Realm) Loot: • Wonderlandian Hookah (Acts as a powerful arcane focus, and allows for the casting of Astral Projection, Detect Good and Evil, and Augury once per day each without requiring any material components outside of Wonderland Hemp-shrooms, all material components for all

Page 56 spells cast with the Wonderlandian Hookah Mashberry Monstrosity being replaced with Wonderland Hemp- HP: 6/10 Shrooms. However, the Hemp-Shrooms are Armor 6/10 required when casting all spells, and every spell Speed: Normal consumes a quarter of a pound of the stuff. If Attacks: the Hookah doesn't have any Hemp-shrooms in • Thrashing Arms (Attacks 1d8 times, 3/10 it, it cannot be used to cast any spells) damage) • 1/4 to 5 pounds of Wonderland Hemp-Shrooms • Headbutt (5/10 damage) • Large amount of gold and books Special Qualities: • Acid Blood (When this creature is damaged all creatures within 5 feet of the creature must make a dexterity saving throw or be doused in Quantorg flesh consuming blood and take 5/10 acid Size: Large damage.) HP: 8/10 • Cone of Stupidity (When threatened the Armor 5/10 Mashberry Monstrosity projects a cone of mind Speed: Normal numbing properties in a 80 foot diameter. This Attacks: attack drains 2 points of Intelligence when it • Greatclub (7/10 damage) hits unless a difficult saving throw is made). • Hurl Bolder (6/10 damage at range) • Strength Siphoning Spit (The Mashberry Special Qualities: Monstrosity hurls a globule of foaming viscous • Quantum Ogre (As long as both the quantorg spit containing a potent muscle relaxant from and a target location remain unobserved, the it’s misbegotten maw. When a creature is hit quantorg can freely teleport between the two with this attack the player loses 3 points of locations) strength.) • Dimensional flicking (Does not provoke attacks (Lost points come back at a rate of 1 per hour) of opportunity or similar abilities, can teleport • Magical Piercing (65% Immunity to Magic short distances) Resistance effects) Number Encountered: Solitary Number Encountered: Solitary or mating pair Environments: any with regular ogres Environment: Forests, areas with ambient arcane magic Frequency: very rare or near areas like that Loot: Loot: • As regular ogre • Mashberry Fruit (Valuable, magical)

This creature is a Large mammalian bipedal covered in coarse fur and looks like a beaver with a bears body and ape like arms. It walks as a bipedal should on webbed feet. It has large bush growing on it’s back, covered in fuzzy gold fruit. It skin appears to throb and pulse constantly, (the vines of the bush dig in and spread throughout the beasts body.). It attacks with large curved ram horns on its head. After head butting something into submission it will attempt to smash and bite the creature it is attacking. It will always attempt to attack the hardiest and toughest foe first. It looks for potential mates in the wild.

Page 57 Distressed Damselfly Libgon HP: 3/10 Size: Small Armor (Dodge): 6/10 HP: 4/10 Attacks: Armor (Dodge): 4/10 • Claw (3/10 damage) Speed: Fast • Diseased Flesh (See below) Attacks: Special Qualities: • Unstable Touch (Random damage) • Diseased Flesh (The Distressed Damselfly rips • Chaos Bolt (1d3 random damage ranged shots) off a gobbet of flesh from it’s own body and Special Qualities: hurls it at a nearby target. If the gobbet hits, it • Trickster God's Curse (When taking damage deals 2/10 damage and the player must make a that damage may sometimes be redirected to a save or contract a disease that will kill them in random target, another random target receives 11 days unless they find a cure. ) healing Number Encountered: Swarm (3-15) when attacked, attacker may suffer ill effects if Environment: Any with recent plague they fail a save/test/whatever, the effects depend Loot: on the type of save, which is determined • Damselfly Flesh (Toxic, can be used as randomly.) projectile as above) Number Encountered: Solitary Environments: Plains, forests, mountains Loot: • Random selection of small trinkets • One random wondrous item

Page 58 Pelagithid Size: Huge HP: 8/10 Armor: 3/10 Speed: Fast Attacks: • Barbed Hooks (4/10 damage, hooks close) • Barbed Bite (6/10 damage, bleeds) • Tendril Bore (1/10 damage, save vs grapple, if grappled deals 9/10 damage and extracts brain next turn) Special Qualities: • Psionic Might (Psychic abilities as high level psion, but without finesse. Themed with the sea and darkness.) • Fractured Mind (Passively casts psionic cantrips at random) Number Encountered: Solitary Environment: Ocean, subterranean seas Loot: • Sunken treasure hordes

Page 59 Shade Tree Size: Large HP: 4/10 Armor: 5/10 Speed: Medium Attacks: • Amalgam Attacks (Pick 1-3 attacks from any creature in the Fae, Beast, Plant, or Undead [Ghost or Spirit] categories, that is what the Shade Tree is merged with) • Phase Shift (Can phase shift itself and one other target to a plane of the Shade Tree's choice, typically the soul it's transporting. It has to touch the target, and if a creature does not want to shift it can make a Will save to resist, upon failure being sent to whatever plane the Shade Tree wishes) • Wail of Sorrow (Creatures within 120 ft. of the Shade Tree make a Will save, or be overcome with Sadness for 3 turns, unable to perform any harming actions or move during this time as the fall to the floor in tears) Special Qualities: • Shade (Immune to nonmagical weapons, can only be harmed by enchanted or silvered Cthulico weapons) Size: Tiny • Courier of the Damned (Targets that die within HP: 1/10 500 ft. of the Shade Tree become a Ghost, Armor: 1/10 cannot be revived, and are compelled to follow Speed: Slow, (Swim Speed) Fast the Shade Tree as it takes them into the Attacks: afterlife) • Tentacle (1/10) • Being of Pity (Animals, Plants, Fae and • Ink (Ranged attack, target makes a Reflex save Undead, no matter the alignment, refuse to or becomes blinded for a turn) harm the Shade Tree, even when mind Special Qualities: controlled to do so, in respect of its great burden) • Amphibious (Can breath both underwater and Numbers Encountered: Solitary on land) Environment: Forests that have undergone a great • Eldritch Eye (Can see through illusions and can tragedy, such as a plague, a curse, a great wildfire, detect magic items based on sight. Is naturally heavy loss due to overlogging or pollution, etc., and drawn to magical items, often playing with occasionally any of the various Afterlife planes such as them) Hell or Valhalla Numbers Encountered: Solitary as familiars, rarely Loot: found in pods of 5-10 in the wild Environment: Warlock and Wizard labs, rarely found • None wild around sites associated with Elder Gods, such as portals or ruins Loot: • Cat Ink (Naturally produced by the Cthulico, often used to write tomes and scrolls by spellcasters)

Page 60 Piz'imuri Knightmare Size: Huge (Can grow to gargantuan) Size: Medium HP: 6/10 HP: 4/10 Armor: 2/10 (Special) Armor: 7/10 Speed: Slow Speed: Slow Attacks: Attacks: • Needle Strike (6/10 damage, can then drain for • Dream Weapon (Based on the last dream that it 9/10 damage on subsequent turns unless reflex devoured, deals additional 3/10 psychic save to break free) damage, and adds a 'sleep' counter to the target Special Qualities: upon hit. If the Knightmare hits a target a • Soundshield Plates (Totally blind, but 'sees' via number of times equal to half of their plates of sound-sensitive bone on its tendrils. Constitution, the target falls asleep for 1 minute. These plates are sensitive to sound but also Any time the target is damaged while asleep, reflect it perfectly. Immune to sonic damage, they can make a Will save to attempt to wake up but sonic damage automatically stuns.) early) • Aimless Wandering (Moves in random direction • Dream Eater (Can only be used on sleeping unless pushed in others.) targets. Deals 1/10 psychic damage to a target Number Encountered: Solitary without disturbing their sleep, and heals Environment: Underground caverns Knightmare by the same amount) Loot: Special Qualities: • Amplifier Bone (Makes soundproof, but sound- • Ooze Physique (If a Knightmare is hit with a amplifying armor. Also can make megaphones.) Slicing weapon that deals a high enough amount of damage, it will split into 2 Small A huge, amorphous, and partially translucent shape Knightmares with half of a Standard ambles blindly throughout the cavern, flexible tendril- Knightmare's HP and Damage. It additionally like legs passing over the ground in groping motions. Its can squeeze into extremely small holes when tendrils are covered in flexible, hexagonal plates of not in it's armored form) bone, punctuated by fine needle-like hairs that scrape • Psychic Anomaly (Immune to psychic damage, lines into the stone with a faint hiss. and can sense Psionic-users and sleeping individuald within 500 ft. of the Knightmare) Numbers Encountered: Solitary Locations: Near populated areas like cities, towns, or farm houses Loot: • Knightmare Scales (Can be used to make durable armor) • Dream Essence (Enhances Psionics, can be distilled to act as a sleep aide, granting good dreams)

Page 61 • Snail Lung Pouch (used to make Dwarvish bag Bottomless Feeder pipes) Size: Large HP: 5/10 Bottomless Feeders are omnivores that dwell inside of Armor: 5/10 caverns and similarly wet, dark places, using their Speed: Slow, (Fly Speed) Glacial powerful suction ability to pull algae off of cave walls Attacks: and yank bats out of the air to eat. • Chomp (5/10 damage) These slow-moving goliaths dominate cave systems • Suction (creates a sucking vortex with a 20 foot they inhabit, and have proven to be a major pest for cone, drawing creatures that fail a reflex save dwarves and similar cave residents, devouring crop into his jaws. They become grappled and he can fields, eating livestock, and even destroying the homes immediately perform a Chomp attack as a of some farmers when driven into a rage. bonus action) Being very territorial, Bottomless Feeders will defend a • Pseudopod Slam (Swings upper portion of slug cave system they have claimed to the death, an body at foes or drops down onto them from especially big problem due to their tendecy to claim flight, 2/10 damage and reflex save, or target is dwarven mineshafts as their new homes, many a miner knocked prone) being ripped to shreds by the beast when their digging Special Qualities: awakened the beast from their slumber on cave ceilings, • Weakness Detector (Can sense injured, ill, or causing them to drop down for an ambush. otherwise weakened prey from over 500 feet away) • Gripping Feet (Allows the Bottomless Feeder to climb up vertical and horizontal surfaces with ease, even able to sleep upside down hanging from the ceiling) Numbers Encountered: Solitary Environment: Caves, abandoned mineshafts, underground ruins, labyrinths Loot: • Snail Scales (Can be made into Snail Mail, a sticky, flexible armor equivalent to Bronze in durability)

Page 62 Abyssal Titan Size: Gargantuan HP: 10/10 Armor: 10/10 Speed: Slow Attacks: • Slam (10/10 damage) • Broadside (8/10 damage, ranged.) Special Qualities: • Ship's Graveyard (Gains HP, Armor, and Size the more ships it can pull into its mass) • Sea's Gift (Regenerates 3/10 HP per turn.) Number Encountered: Solitary Environments: Ocean, coastal Loot: • Sunken treasure from ships

Page 63 Fade Rasp Caudal Devourer Size: varies, standard is medium Size: Large HP: varies, standard is 4/10 HP: 7/10 Armor: Varies, standard is 5/10 Armor: 4/10 Speed: slow Speed: Normal Attacks: Attacks: • Lightning strike (varies, standard is 5/10 • Envenoming Bite (5/10 damage, save vs damage, medium range) paralysis and 4/10 damage poison) Special Qualities: • Tail Thwap (3/10 damage, save vs hypnosis) • maddening touch (when touched, the fade rasp Special Qualities: creates an up to a 1 mile radius projection of an • Ambush Predator (Naturally stealthy and with Notable event that happened in the area. unassuming natural camouflage, has advantage Projections created this way can be controlled to all stealth and camouflage attempts) by the Fade Rasp to attack the intruder until • Mesmerizing Mimicry (The Caudal Devourer's either they are destroyed, 8 hours pass, or the tail can mimic any sound by rattling, and has a fade rasp is destroyed. The length and radius of mildly hypnotic effect to those who hear it. The this field varies depending on the size of the mimicry is perfect, but those who hear it have to Fade Rasp). save vs charm to prevent themselves from Number encountered: Solitary believing it to be absolutely genuine regardless Environment: sites of great historical importance, of the improbability thereof. In addition, being particularly battlefields and massacres. hit with the tail causes a brief moment of sonic Loot: overload, forcing a save to not become • Fade Rasp crystal fragment (valuable, can be hypnotically stunned.) used for various things from making medicine Number Encountered: Solitary or mating pair to restore memories, making armor resistant to Environment: Hillsides, especially foggy ones. force and lightning damage, and weapons that Loot: can deal extra damage to projected creatures • Caudal Tail (Rattling it causes a bewildering and deal lightning damage. The number of blast of noise, forcing save vs stun. Can be fragments and how potent they are is outfitted into a weapon to cause this on hit.) determined by the Fade Rasps size).

Page 64 Unfamiliar Size: Small HP: 2/10 Armor: 4/10 Speed: Fast Attacks: • Life Drain (1/10, heals the Unfamiliar by the damage dealt, and does not wake up sleeping targets it is used on. For every 10 times somebody is hit with this ability, they lose 1 year of their overall lifespan) • Bubble (Can only be used on a target with 0 HP, or targets who have been dead for less than 1 hour. Removes the head from a target, storing it inside of the bubble and keeping it semi-alive, and contains all of their knowledge, memories, and abilities. The bubble has 1 HP and 1/10 Armor, and a movement speed of Extreme Cinnamon Dragon when ridden by an Unfamiliar. The harvested Size: Huge target cannot be revived until their head is HP: As basilisk (6/10) but deteriorates with age. placed back on the body) Armor: 5/10 Special Qualities: Speed: Fast/Extreme • Magic Sense (Can sense magic users within 250Attacks: ft. of itself), Magical Creature Killer (All • Claw (5/10 damage) attacks deal 5 times their normal damage to • Tail Whip (4/10 damage, knocks prone) familiars, and double damage to any other • Cinnamon Breath (3/10 damage, cone, save vs magical monster) choking) Numbers Encountered: Solitary Special Qualities: Environment: Anywhere where Magic Users appear • Wild Empathy (Can communicate with frequently, Cursed Woods animals.) Loot: • Horse Lord (Considered non-hostile to horses • None unless directly attacking them.) • Wild and Free (Sneaks and has escape artist skills as a high level rogue.)

Number Encountered: Singular Environment: Plains, Pastures, farms and untouched wilds Loot: • Undiscovered

A rare yet undiscovered Dragon that often finds itself living amongst horses in the wild- if provoked, it will attempt to flee, rather than fight- it is unknown if there are many cinnamon dragons of if they're a part of a greater brood, and it is unknown if they even exist. It is presumed that the horses they graze alongside are protected by the dragon in some shape or form.

Page 65 Chimney Wyrm consciously recognize seeing a Harvestman for Size: Tiny 1 hour) HP: 2/10 Special Qualities: Armor: 3/10 • Weave-Walker (The Harvestmen walk on the Speed: slow (walking) above average (flying) Weave, conceptual entities that exist outside of Attacks: the mortal plains, the physical forms that are • Bite (2/10 damage) interacted with being merely an avatar of them • Claws (1/10 damage) in the mortal world. Harming or killing a Special Qualities: Harvestman's avatar in the mortal plains does • Smoke inhalation (can suck up nonmagical gas not actually harm the real Harvestman at all, and smoke without any negative effects) though killing one does keep them from • Breath weapon (can breath out either a gust of forming a physical body anywhere within 13 wind (no damage), or a cloud of choking smoke miles of the spot the representative was killed and cinders (1/10 damage)) for 100 years) Number Encountered: Solitary, or mated pair • Hey Little Songbird (A Harvestman can sense Environment: Suburban and rural houses both deep misfortune and the presence of Loot: pumpkins through the Weave, and are naturally • Hide (Enough for dragonskin buckler) drawn to both. Pumpkins heal Harvestmen's • 50% chance of having some incidental stolen avatars, making them very valuable as the only shinies places they can naturally draw power from in the Mortal Realm) A dragon in miniature, with ruddy red scales and beady, • Wishmaster (Can cast the spell Wish without glowing eyes emerges from the darkness. It opens its any material components or necessary tiny maw, and a cloud of choking smoke pours forth, requirements, but it can only be cast in regards obscuring your vision. to a deal or transaction that the Harvestman and at least one other party agreed on. The spell must also benefit the other person, and fulfill Harvestman both the spirit and word of the agreement) Size: Medium (Always appear taller than the one they're Numbers Encountered: Solitary dealing with) Environment: Farmlands, Dusty Roads between towns HP: 4/10 Loot: None Armor: 7/10 Speed: Fast Attacks: • Claw (2/10, target makes a will save or have something taken from their minds, be it an emotion, a memory, or something more abstract. Things taken using this method are stored as small black eggs, and can theoretically be reclaimed if broken open and the contents are eaten by the original target. If the egg isn't broken for 1 week, it hatches later as a fully grown Harvestman. If the Harvestman is angered, this ability instead lays a curse on those who fail the will save, damning them to never prosper. They will become infertile and any attempts to grow anything for 10 years will prove fruitless) • Bite (1/10, target makes a will save or forgets ever encountering the Harvestman, and will not

Page 66 Boggart Size: Medium (around 200-230 cm tall) HP: 7/10 Armor: 4/10 Speed: Medium Attacks: • Obsidian Sword (6/10 damage) • Cursed Dance (1/10 damage, inflicts curse, see below) Special Qualities: • Fey Immortality (When killed or completely destroyed, a new boggart will grow from the closest mire or swamp within 1d4 weeks, and take 2d6 months to regrow to full adult size) • Fire Weakness: Boggart takes double damage from fire attacks, and cannot use its action to douse flames. • Boggart's Curse (The Boggart's mask has the power to make people dance an erratic jig. Non- fey creatures that stare into the masks's eyes while it is being worn (for about 5-10 seconds) will be overcome by an irresistible urge to dance that can last for up to one hour. The wearer of the mask will also be overcome with an urge to dance once per day. Masks hate non- fey wearers and will bide their time to activate when the wearer is in the most danger. "Dancing" in this case means dancing on the spot, full body dance, unable to do anything else) Number Encountered: 2-8 Environment: Forest, swamp, temperate rainforest Loot: • Obsidian Sword • Boggart Mask (Cursed, see above)

Page 67 Malfunctioning Medicant Size: Medium (can seat any one medium creature that is not also a Malfunctioning Medicant) HP: 3/10 Armor: 6/10 Speed: Fast (must travel in straight lines in 5-foot increments) Attacks: • Injection (2/10 damage, creature must roll a save against being poisoned, paralyzed, or blinded, Malfunctioning Medicant's choice) • Incapacitating Agent (0/10 damage, the Malfunctioning Medicant expels gas in a 60- foot cone towards its desired target or targets. Organic creatures must make a save to avoid falling asleep. They sleep for 1 hour, and each time they are hit they can repeat the save.) • Bind Up (0/10 damage. A creature sitting on the Malfunctioning Medicant's seat is bound by tough leather straps. On subsequent turns, the Malfunctioning Medicant can tighten the binds, dealing 5/10 damage. A bound creature can attempt to escape on their turn). Special Qualities: • Limited Autonomy (The Malfunctioning Medicant runs for 1 hour and cannot self- activate.) • Electricity Weakness (The Malfunctioning Medicant will automatically shut down if hit by a lightning attack that damages them for more than half of their current health.) Number Encountered: 1-2 Environment: Cities Loot: • Sleeping Gas Canister • Poison Syringe • Red Glass • Medium Wheel

Page 68 Ichtogryphon Pale Horse Size: Small to Medium Size: Large HP: 1/10 to 4/10 HP: 5/10 Armor: 1/10 to 2/10 Armor: 3/10 Speed: Medium/Fast Speed: Fast Attacks: Attacks: • Nibble (1/10, for smaller/younger ones) • Buck (3/10 damage) • Bite (up to 3/10 may make a nasty wound due • Snag (1/10 damage, target makes a Reflex save to serrated teeth) or is grappled) Special Qualities: • Centaurian Bind (grappled targets only. Target • Amphibious (Mainly aquatic, but able to stay on takes 9/10 Necrotic damage, if dropped to 0 HP land for up to few hours, depending on age. Can the target fuses with the Pale Horse. The Pale breathe both on land and in water but needs Horse gains the mental stats, proficiencies, and moisture.) languages of the creature it binds to itself, as • Gliding Wings (Cannot fly but able to glide for well as all of the target's memories) up to 10 seconds, and more if bounced off waterSpecial Qualities: again. Able to leap up to 7 feet (biggest ones). ) • Till Death Do Us Part (If a Pale Horse is killed Number Encountered: In/near water smaller ones can be while bound to a host, the host will die as well found in schools. Bigger ones may school younger ones, as the Pale Horse ruptures their brain. The only but mainly solitary. May be found in much larger groups way to unbind a Pale Horse from its host when mating (in water, farther from the coast). without killing the host is to use an 18th level Environment: Anywhere with large pools of water both Turn Undead or similar powerful anti-Undead seawater and freshwater depending on species (bigger Holy spell on the Pale Horse, forcing it to drop ones live in freshwater), and some lands. While some the host. However, if a host is held by a Pale can live near human settlement, bigger species live in Horse for more than a month, the will wild (for example mountain lakes). permanently fuse together and can only be Loot: separated with a Wish spell) • Food • Undead Cunning (While they require a host to • Teeth and Scales that can be used for decoration reach human-like levels of cognition, being naturally no smarter than a hose, a Pale Horse is knowledgeable in tricks and traps to secure hosts. Their most common tactic is to pretend to be a rotting horse carcass, and then latch onto individuals who approach to examine them, binding to them) Numbers Encountered: Herds (5-10), will often join larger herds of bound Pale Horses afterwards Environment: Before binding Graveyards, Ruined Barns, Roadsides, similar places horse corpses can be found. After binding, forests and plains, typically in the service of a larger evil entity Loot: • Any loot their host would have

Page 69 daylight, becoming immobile and invulnerable to most forms of damage.) Divine Immunities (Tezcatlipoca is immune to poison and fire attacks, and immune to conditions that would prevent him from acting or moving. He resists poisoning.)

Number Encountered: Solitary Environment: Tropical jungle, ancient ruins Loot: • Golden Ornamentation (Valuable) • Icon of Tezcatlipoca (Valuable, usable as clerical focus)

An idol built in the image of a god lost to time, Tezcatlipoca wanders the haunted grounds where his ancient worshippers left him tribute. Embittered by years of neglect, when he wakes he hunts any living beings he can find to collect their souls and bring prominence to the god he represents.

Tezcatlipoca Size: Gargantuan HP: 9/10 Armor: 8/10 Speed: Normal Attacks: • Serpent Bite (6/10 damage, if creature is large or smaller, must succeed on a save against poison AND a save against being swallowed) • Beast Rake (8/10 damage, creature must make a save against being knocked prone) • Entrancing Gleam (0/10 damage, creatures within 60 feet of Tezcatlipoca must save against being mesmerized by his gilded visage) • Smog Breath (3/10 damage, and casts a pall of darkness in a 120-foot cone originating from Tezcatlipoca. The darkness is a fog and cannot be seen through with ordinary or magical night vision.) Special Qualities • Mirror of Night (Tezcatlipoca will recover a portion of his life force every round while active at night.) • Sleeping Sun (Tezcatlipoca turns to stone in

Page 70 Swolesquatch Size: Large HP: 8/10 Armor: 5/10 Speed: Fast Attacks: • Strong Arm (5/10 damage) • Boulder Toss (7/10 damage, Ranged) Special Qualities: • Moss Walk (Can teleport through Moss Clumps stuck to trees, clumps of leaf litter, and various other piles of natural debris to other piles for quick movement throughout its forest) Nature Guardian (Can sense the movement of all living creatures inside of a forest/section of forest it has claimed) • Friend to all Creatures (A Swolesquatch can naturally speak to all animals) • Immortal Defender (A Swolesquatch cannot be killed as long as its forest is still healthy, regenerating at full health inside of the heart of a forest it has claimed 1d4 days later) Numbers Encountered: Solitary Environment: Forests, Groves, Woods, etc Loot: • Carnation Aeternum (Magical flower representing the eternal life of the forest. If a target wearing the flower is killed, they will come back to life in 24 hours as the life energy transfers into them)

A gigantic, muscled humanoid stands between the trees, nearly thrice the height of an average man. It's body is coated in a thick chesnut fur, save for its eyes which peer out with an intelligent gleam from the veil of its face. It stares at you, eye to eye with a gaze of judgment and apprehension. When you blink, it is gone, the only thing left to mark its presence being a fallen carnation petal.

Page 71 Simurgh Pantherox Size: Huge Size: large HP: 6/10 HP: 4/10 Armor (Dodge): 7/10 Armor: 2/10 Speed: Fast Speed: Medium Attacks: Attacks: • Orchestra Peck (4/10 damage, causes • Gore (6/10 damage) Symphony) • Bite (5/10 damage, bleeds) • Rainbow Wind (1/10 damage, save vs • Buck (5/10 damage, stuns) knockdown, cone template) Special Qualities: Special Qualities: • Night sight (Can see in low light and the dark) • Symphony (The Simurgh's beak produces a • Confounding Steps (Creates fake trails, brilliant and impossibly multi-tonal song. As an preventing accurate tracking.) action it can cause all targets within hearing to save vs either stupor, euphoria, fear, or sleep. In addition, being hit with the beak causes this effect.) • Call the Flock (As a continuous action, can mimic birdsong of any bird or bird type monster native to the area, summoning a group of them in 1d3 turns. The Simurgh controls these birds as long as it produces their song.) • Bardic Nature (Can cast bard spells as a high level bard.) • Perish Song (As an action it looses a mind- warping tune, forcing a target in hearing to save or refuse to move, eat, drink, or protect themselves. Only uses when in serious danger. In addition, when reduced to 1/10 HP, it will spend the next turn using this ability on everything within hearing distance, then die.) Number Encountered: Solitary Environment: Any, the sky Loot: • Symphony Cone (Valuable, powerful bardic instrument material) • Rainbow Plumage (Valuable, magical reagent)

A massive bird swoops down, feathers of every color fluttering opalescent in the wind. Looking like a mix between a bird of paradise, bearded vulture, and green peafowl, the bird lets out a sonorous call that sounds like an entire chorus of birds from it's beak, a long, thin, heron-like thing which is peppered with multiple holes up its length.

Page 72 Page 73 Terror Bird Royal Jelly Size: Large Size: Huge HP: 6/10 HP: 8/10 Armor: 5/10 Armor: 5/10 Speed: Fast, Slow (Fly Speed), Fast (Glide Speed) Speed: Slow Attacks: Attacks: • Psionic Screech (2/10 psychic damage, all • Pseudopod (3/10, target makes a Reflex save or targets within 30 ft. of the Terror Bird must is pulled into the Royal Jelly. Targets caught make a will save or be paralyzed until the end inside of the Jelly's Body must make of their next turn) Constitution saves to try and escape from it, • Kick (5/10 damage) taking 3/10 acid damage at the start of every Special Qualities: turn they are inside of the Royal Jelly. If they • High Jumper (Possesses extreme jumping are reduced to 0 HP while inside of the Royal abilities, after moving its full movement in a Jelly, they are melted down and become one particular direction it can use Jump as a bonus with the blob, and cannot be revived) action to gain additional distance in that Special Qualities: direction) • Ooze Physiology (Can squeeze through any • Psychic Terror (The Terror Bird can sense any hole that its core can fit through [the core of a psionic creatures or psionic activity, such as the Royal Jelly is 1 foot in diameter]) usage of telepathy, from a distance of 1 mile. • Part of a Balanced Breakfast (The Royal Jelly Additionally, when within 100 ft of the creature, naturally produces a pleasant, if overly sweet one cannot perform low level psionics due to smell, attracting creatures to it. Creatures that the anti-psionics aura the Terror Bird creates) eat its delectable mass gain 2d10+10 temporary • Snow-Walker (Resistant to cold damage, does HP, and targets that eat it consistently grow up not leave tracks in or sink into the snow due to to be far stronger, larger, smarter, and faster their unique foot shape) than other organisms, some scholars believing it Numbers Encountered: Solitary to be the source of various Giant and Dire Environment: Snowy Mountains versions of regular animals) Loot: • Ooze Blood (Every time a Royal Jelly is • Terror Bird Brains (Ingredient in Psionic- wounded, it produces 1d4 random oozes, who blocking enchantments and potions) defend the Royal Jelly with their lives) Numbers Encountered: Solitary, though they often have • Terror Bird Feathers (Rare, high-end material massive swarms of oozes animals, or humanoid used for nobility, very warm and gentle to the followers around them touch) Environment: Alchemist Towers and locations around broken down Alchemical Towers) Stalking over the frigid peaks before you, you jerk back Loot: in terror as the brown-feathered monstrosity rushes to the edge of the peak and leaps off like a gymnast, • Panacea Core surprisingly elegant despite their lack of arms. The • Several other rare alchemical ingredients beast takes flight, gliding over to your position using its A house-sized gelatinous blob of sugary aromas and stubby wings and psionic projection to assist it as it floral sweetness, all of your senses are assaulted as the descends rapidly towards you, feet raises to deliver a bubbling mass of alchemical might looms before you. devastating kick to the chest Pseudopods undulating, it reaches down and scoops up one of the various wild animals feasting from it, sucking the furry creature into itself with a slurp. You watch in horror as the creature struggles in vain, ultimately melting and breaking apart into it's various base materials, another chunk of gold being spat out shortly afterwards, transmogrified from the iron in the fluffy creature's blood

Page 74 • Acidic fecal matter (could be transforemed into a vial of acid with the help of an alchemist kit) • Food (if prepared with the acid removed from the body)

The Tupaks are a particular species of birds that subsist in only a few islands in the world, primarly because their main substenance, the Feishi berries, have for now only grown on a few islands. While still having the intellect of a regular animal, this species of bird seems to at least recognize when an individual is in distress, which brings them amusement. Many were the cases of adventurers being lost in the jungle only to be found weeks later as a corpse in foetal position, their hands blocking their ears and partially dissolved via acid.

Fire Sprites Size: Small/Large/Huge HP: 2/10 Armor: 2/10 Speed: Fast Attacks: • Obsidian Spray (2/10 damage, short ranged) Special Qualities: • Combination (Any four undamaged sprites may combine to form a larger version of themselves, a “greater sprite”. This enhanced version has all the hit points and attacks of the smaller sprites that make it up, but receives a +2 to armor and its attack stat. 2. Four greater sprites (requiring 16 fire sprites) may combine to form a “grand sprite”, keeping hit points, and receiving an additional +4 to armor and attacks. A Grand Tupak Sprite loses half of its attacks in this form, Size: Small leaving it with only 8 attacks.) HP: 2/10 Number Encountered: Flock 2-7, Mob 8-15, Swarm 16- Armor: 2/10 24 Speed: Medium Environment: Volcanic zones Attacks: Loot: • Beak (1/10 damage) • Fire rubies (Valuable) • Claw (2/10 damage) Special Qualities: • Acidic Fecal Matter(3/10 damage single target, “Resembling floating chunks of volcanic glass, Fire 2/10 splash zone) Sprites thrive near volcanic zones, feeding off the • Unnerving Laugh (uses the vicious mockery abundant heat in the area. In order to reproduce, a Fire cantrip as a bonus action) Sprite drains minerals from the area around it, until it is Number Encountered: Group as minimal as 2 up to 12, large enough to form a second identical body, which nesting in high places. then breaks off and begins its new life. Fire Sprites are Environment: Islands or tropical forests. very territorial, and combine when able to chase off any Loot: threat that enters their domain.”

Page 75 gathered along the beach on them from above. They only descend to the ground to eat, where it becomes a fight amongst each of the flock members to decide who gets first dibs of the meal, typically going to the largest member of the group.

Morghast Size: Medium HP: 3/10 Armor: 4/10 Cancers Speed: Slow Size: Large Attacks: HP: 6/10 • Drain Vitality (3/10 necrotic damage, target Armor: 7/10 cannot regain HP lost via this attack. If a target Speed: Slow, (Flying Speed) Fast is dropped to 0 HP via this attack, they become Attacks: a Morghast as well, and cannot be revived. This • Claw Crunch (4/10 damage, Target must make a attack does not cause a target to awaken if Reflex save or have their armor reduced by 1) asleep, and can only be used on a target twice • Bite (6/10 damage) per day) Special Quantities: • Scalding Candle (1/10 fire and 1/10 radiant) • Spiked Shell (When a melee attack hits a Special Qualities: Cancers, the attacker takes 1/10 damage) • Pious (Morghast are driven away by clearly Numbers Encountered: Solitary, or occasionally a Flock displayed religious artifacts) (2-10) • Ethereal (Morghasts are mostly ethereal and Environment: Ocean Cliffs illusory due to the nature of their damnation. Loot: They can only be harmed by silvered or magical • Chitinous Shell weapons) • Fear of the Self (Morghast are horrified of other Cancers are warped relatives of Griffons, ones that trade Morghast, seeing them as a horrifying reminder the elegant pride of their lion cousins for cold, cruel of their own sorrowful existence. Therefore, cunning and barbarism they will often avoid one another as much as Created by the twin brother of the ancient mage that possible, fleeing at the sight of another) crafted the original griffons, Cancers are cruel monsters Numbers Encountered: Solitary that take glee in the suffering of others, ruthless Environment: The Hollow scavengers and predators that soar along coasts to prey Loot: on travellers and weakened creatures • Melted Candle Cancers are nearly impossible to raise, only willing to The source of the quiet, weak wails from the night obey the cruelest and most ambitious of masters. before manifests itself as a strange sight drifts around Legend tells that the one who tames a Cancer is the corner; a small, glowing aura, about the size of a destined to become a Dark Lord man, idly bobs before your vision. The creature weeps Cancers typically hunt for prey during the day by gently, barely audible in the darkness, as a slightly more soaring through the air until one of them spots a tangible form begins to piece itself together. Appearing potential meal, be it a bloated carcass or a as a mummified woman, the creature stares at you with creature/group of creatures small and weak enough that hollow eye sockets, ember tears sliding down her the whole group could kill them together. They then cheeks onto her gently pulsing, glowing chest. She soar down and begin harassing the target with loud mutters, her voice barely perceptible, "Pl...ease... life... squawking and hissing, preferring the taste of a fearful I nnnn... eed... your... liiiffffeeee..." meal. The creature's jaw slowly opens, and you can feel quite They then attack the prey by battering them with their suddenly the sensation of your life force beginning to claws as they fly by or by dropping rocks and sticks slip away... she's trying to drain you!

Page 76 Ace of Spades rarely with Away Teams in cow pastures Size: Large Loot: HP: 5/10 • Spade Exosuit (Powerful psionically-operated Armor: 9/10 metal suit. Wearing it grants the Armor, Energy Speed: (Hover Speed) Extreme Absorber trait, and the Flare Beam attack. Attacks: Requires several months of training to operate, • Brain Blast (1/10 psychic damage at a range of and can only be used by those with Psionic 30 ft., Will save or Intelligence is dropped to 1 abilities) and the target becomes mind controlled by the Ace of Spades for 1 hour) • Telekinesis (Lift up to 250 lbs of inorganic material) • Cerebral Blend (Can only be performed on a target that has been subjected to a Brain Blast. Deals 9/10 psychic damage and completely absorbs all of the knowledge of a target, such as their proficiencies, their memories, and any knowledge-related abilities they have for 24 hours. Can transfer knowledge to a central computer on its ship to learn it permanently) • Flare Beam (4/10 fire damage at a target in the Ace of Spade's line of sight. Sets nearby flammable objects on fire upon hit and blinds target) Special Qualities: • Braniac Boss (Aces of Spades have all of the special qualities of a regular Braniac Maniac, as well as the following traits) • Motherboard (Shares the knowledge of all Maniac Braniacs it has under its control, and can access any information they have acquired through a Mind Probe attack as long as they're within 500 ft. of it) • Bioluminescent (Ace of Spades naturally generates bright light from itself, a fact that it commonly uses as an intimidation tactic) • Energy Absorber (Ace of Spades is naturally resistant to magic and other forms of energetic attack, and if it would take damage upon passing a save to resist a magical or energetic ability, it is instead healed by the amount it would take as damage) Numbers Encountered: Solitary Environment: Brainiac Maniac ships, occasionally with Invasion Forces, very

Page 77 Aces of Spades are the leaders of operations on other planets, shadowy generals that operate out of great psionically-controlled battle suits An Ace of Spades' Spade Suit is a marvel of technology and psionics, a heavily armored exoskeleton that protects them from all matters of potential harm that moves like lightning and flows as natural as wearing nothing. On many planets in the mortal realm, an Ace of Spade eerily gliding along the battlefield, silent as the grave with the exception of the sound of the crackling of fires it's deadly Flare Beams creates as it illuminates the horrified faces of enemies, is a cause for immediate surrender Typically only owned by nobility or gifted to high- ranking military officials, Spade Suits are as much a status symbol as they are weapons of war. They are often decorated with elaborate designs and colored lights to further show them off, and further intimidate opponents Ace of Spades often lead invasion forces and search parties to Faerun for a number of reasons, either for the glory of invasion, as part of a hunting party to kill creatures across the galaxy to bring back trophies, as part of scientific investigations, or just so a bored noble can get a cheap thrill

Page 78 Bonehead Crab Size: Medium HP: 3/10 Armor: 5/10 Speed: Medium, Fast when moving sideways Attacks: • Crab Slash (1/10 damage) • Mimic (Bonehead Crab morphs its body to create a limb that mimics whatever attack hit it last. If it was hit by a sword, it can grow its limb to create a 'sword' that deals the damage a sword would. If it was hit by a Fireball, it creates a 'wizard staff' filled with biological junk and a specially made lighting claw to allow it to 'cast' its own version of Fireball) Special Qualities: • Regenerative (The Bonehead Crab heals 1/10 HP at the start of every turn, unless it was hit by radiant damage the turn before) • Skeleton Mimic (Unless examined closely or seen using its Mimic attack, a Bonehead Crab is indistinguishable from a regular animated skeleton) Numbers Encountered: Solitary, rarely in Packs (5-15) Environment: Beaches, Undersea Caves, Sea Cliffs, anywhere near the coast where human bodies can often be found, bone piles and in the lairs of novice necromancers Loot: • Bonehead Crab Meat (Ingredient famous for its hardy taste, it is often sought out by seafood chefs)

Rising from a pile of discarded bones, you see a skeleton rise before you, leaping out with a hiss. However, this skeleton doesn't rattle, instead making a slight clicking noise while it moves, and upon closer inspection this spooky figure is revealed to have big pitch black eyes, not just hollow sockets. As it stares forward and lets out another hiss, you see its hand begin to morph and change, splitting apart to reveal it's a complex series of folded over shells, meat, and claws. The claw components of the 'hand' morph, and you watch with sickened interest as it shifts to form a sword to match your own, the white pigment of the shell changing to the steel color your blade possesses.

Page 79 Possessing Vessel golem is piloted by some kind of abberrant creature. As Sizes: small (the actual spirit) / at least small (the you move your eyes along the detailed, ormately body) / larger than the body (the vessel) decorated armor, you begin to feel as if something very HP: 2/10-4/10 (spirit and body), 5+/10 (vessel) powerful is glancing over your mind, as if a brush- Armor: 0/10 (spirit), whatever armor can be worn wielding giant was gently, but firmly, running bristles (body), 2+/10 (vessel). along your soft thought-meat. Suddenly, the sensation Speed: any, depending on the vessel. The spirit is non- stops, and you look up as the eyes on the helmet begin moving, but is carried with the vessel. The body moves to glow brighter and brighter, electricity and heat with the normal speed for the humanoid, but can't leave seeming to build in the air..." the vicinity of the vessel for longer than a day or two without suffering and eventually dying. Kanikami Attacks: Size: Huge • none (spirit) HP: 0/10 (See Below) • whatever attacks and weapons they are carrying Armor: 0/10 (See Below) (body and vessel) Speed: Slow Special qualities: Attacks: • Healing Hold (The body regenerates faster • Tidal Snip (3/10 damage, if hits causes when on the vessel, even from horrific injuries. Drowning Deep) It also has extremely good control over the • Pelagic Sphere (5/10 damage in sphere around vessel's movement when driving it and can spot it, causes Drowning Deep.) even the smallest things "wrong" with it.) Special Qualities: • Forgotten Time (The possessed body doesn't • Totemic Form (The body of the Kanikami is a know it's being used like this, and considers the projection made of seawater and divine power, vessel simply it's "home" - and the spirit makes formed around a small totem of a crab. The sure it stays this way.) Kanikami cannot be harmed, but will vanish • Death Scar (If the spirit is killed, the vessel when the totem is destroyed. It cannot move becomes broken beyond repair and the body more than a mile away from the totem.) suffers strong, but not necessarily fatal trauma. • Drowning Deep (Being hit causes your body to The body can't really remember the time it behave as if it's deep underwater. Treat spent being the vessel beyond a general feel. If character as swimming and use breathing rules, the body is killed first, the spirit will seek to even though they're on land. Lasts 2d8 turns per possess any of the nearby ones, strongly hit) preferring those with arcane abilities, turning Number Encountered: Solitary or pantheon (4-10) them into new bodies for themselves if they Environment: Shorelines, grottoes succeed. If the vessel is destroyed, the spirit Loot: is ... kinda spirited away, leaving the body as • Divine Pearls (Valuable) traumatized as it would be if the spirit was • 1d6 crabs. killed. ) A massive crustacean formed of rushing seawater and Number encountered: unique flotsam clacks towards you, floating across the sand. Environment: Whatever is typical for the body and It's body fades between transparent and opaque, with vessel. A ship or boat will be in maritime environment, fish and crabs floating inside its mass. Where it touches, a cart in civilised areas and so on. the sand floats and drifts as if pulled by an unseen tide. Loot: • None Kanikami are created by fishing villages and seaside communities, worshiping the gods of the sea. An "A tall, elegant-looking mechanical figure passes over a ambient amount of belief towards the sea will hill at night, its multicolored glow now turned into a eventually form a small totem of flotsam and pearls, and blinding shine. As your eyes adjust, you see the from that totem a Kanikami will emerge and begin to hovering form of a spade-headed machine, a face wander its surroundings. Invulnerable unless their totem barely percetible behind colored glass, suggesting this is destroyed, the Kanikami make excellent and powerful

Page 80 guardians against pirates and other dangers, and so are often worshiped and sacrificed to by the communities that have spawned them. The touch of a Kanikami imparts the might and power of the ocean, causing those it harms to drown on dry land, as they float in the air.

Unnerving Goat (or Goat, Unnerving) Size: small HP: 1/10 Armor: 1/10 Speed: medium Attacks: • Headbutt (2/10, but not normally aggressive) Special Qualities: • Unnerving Aura (A sense of deep unease haunts anyone within 200 feet of the goat. The goat is unaligned and detect evil notices nothing off about the goat, though detect magic indicates an aura emanating from the goat. It is not apparent that the unease is about the goat, but a passive perception beyond that of most commoners detects that the goat is the source of your unease. The animal is otherwise unremarkable.) Number Encountered: 1, but typically surrounded by ordinary goats. Such a goat is typically born in a given rural area once a century, rarely in the living memory of anyone within a days travel. Environment: farms, villages, markets Loot: • none, but the effect continues emanating from the dead goat for 8 hours

Page 81 his 4 Princes) Special Qualities: • Church of Juiblex (The Ooze Priestess is a 10th level Cleric, and has access to all spells that a cleric of that level would have. Her spells also work on Oozes, even if they would not normally. These spells are themed around Ooze and Juiblex/one of his 4 Princes) • Crude Facsimile (Vaguely resembles a priestess. When viewed inside of dim lighting, an Ooze Priestess can be mistaken for a religious figure of any other church) • Ooze Physique (Have similar properties and resistances as a standard Ooze. Can squeeze through incredibly small holes and occupy the same space as other creatures. When it occupies the same space as other creatures, the other creature takes 1/10 acid damage every turn they start in the same space as the Ooze Priestess) Numbers Encountered: Solitary or as a Superfluity (2- 5), Rarely as a Mission (10-20) Priestess of Jubilex Environment: Cults to Juiblex, Occasionally Size: Medium impersonating another religious figure in a different HP: 4/10 religious institution, abandoned churches and Armor: 3/10 catherdrals Speed: Slow Loot: Attacks: • Healing Ooze (Heals a massive chunk of HP, • Pseudopod (1/10 acid, target makes a Reflex but has a 1/20 chance of afflicting a non-Ooze Save or is pulled into the same space as an Ooze creature with the Curse of the Follower) Priestess and becomes Grappled) • Convert (Only works on targets sharing the same space as an Ooze Priestess. The target and You see what appears to be a small group of nuns lying the Ooze Priestess make conflicting Strength before a dark, slime-covered altar to a demon lord, checks. If the Ooze Priestess loses, the target is before all standing up in unison. Closer inspection forced out of the Ooze Priestess and the Ooze shows their simplistic, grinning faces and blank, vacant Priestess takes 1/10 damage. However, if the eyes as they slither towards you, their blue gelatinous Ooze Priestess succeeds, the target has a small bodies rippling with every motion. They bubble out in portion of the Ooze Priestess implanted in them,too-cheery voices, "You have arrived just on time, and they become afflicted with the Curse of the Fleshed Ones... we are the true followers of Juiblex, Follower. The Curse of the follower slowly and you will make excellent members of our mission. turns the afflicted into another Ooze Priestess, Please, step closer, allow us to free you of your sins, for taking about 10 days. The cursed target begins all are the same in the eyes of Juiblex..." to lose a random proficiency/portion of their memory every day. Their skin peels off as their Created when a high-ranking Priestess of Juiblex was internals transform into ooze, dealing 1/10 acid nearly killed by an adventurer and begged for salvation damage per day and preventing HP recovery of from Juiblex. His son Prince Melanchol answered first, any kind. When a target under this effect dies, rescued her soul and body from being destroyed by the they are reduces to a puddle of sludge and are adventurer by transposing her into his lab, and through reborn 24 hours later as a fully formed Ooze heavy experimentation crafted the first Ooze Priestess Priestess, vaguely resembling their old self and from her essence. After returing to earth briefly to hopelessly devoted to serving Juiblex or one of

Page 82 restart her cult and spread the Ooze Priestess infection further, this primary Ooze Priestess returned to Prince Melanchol as a lab assistant, and is marked as a Patron for all Ooze Priestesses, seeing her as their line of communication with the Princes and Juiblex himself Ooze Priestesses are one of the few properly intelligent Oozes, a trait that makes them natural leaders amongst ooze-kind in the mortal realm. Other Oozes are naturally attracted to them, and it's not uncommon for Ooze Priestesses to have congregations of Slimes, Ochres, and various other Oozes for protection as they march to spread the word of Juiblex Ooze Priestesses all have the same deep-seeded devotion to Juiblex and/or one of the 4 Princes baked into them, but they do each have individual personalities as well. Some Ooze Priestesses can be genuinely motherly and kind, seeing Juiblex as the path to righteousness and can be reasoned with, while others can be cruel psychopaths, using their nunly facade to spread rampant destruction and devastation while hidden under a pretyu face. The personality of an Ooze Priestess is determined by how they interpret the doctrines of Juiblex's worship, as well as the personality of the individual they were previously

Page 83 Deepernaut Size: Large HP: 8/10 Armor: 10/10 (2/10 against adamantine weapon) Speed: Slow/Medium Attacks: • Smash (5/10 damage) Special Qualities: • Stonewalker (The Deepernaut moves through rock and stone as you walk through air, slowly across any solid material (but adamantine ore veins) in any direction, and at medium pace otherwise. Deepernaut's armor is as strong as mithril/adamantine, but can't walk or move through it, being the only thing that can harm them.) • Subsume (Can devour 1 medium creature per month, no save.) Number Encountered: 1 per single Mountain, really bonded pair on Mountain chains. Environment: Mountain deep roots Loot: • Hardened organs resambling small strange electronic devices.

Deepernauts live down in the mountains roots, feeding off dwarves and goblins. Resambles an swole shiny Ayylmao with sci-fi tight black armor. Only on the surface, as it has no concept of space or the sky, nor any Deepernaut has ever saw it. Avoids combat 100% by pissing off walking through stone, only showing when he needs to feed, usually going to underground corridors/tunnels near settlements. Likes to walk. Dislikes cows and crops.

Page 84 Medusa Head allow them to survive beyond even their agelessness in Size: Tiny the hopes of achieving total immunity from death HP: 2/10 When said powerful medusa dies, if the head is left Armor (Dodge): 6/10 unharmed and mostly intact, it does not rot with the rest Speed: Fast (Fly) of the body, instead separating about 1 hour after death Attacks: of the body has occured, becoming a Medusa Head • Siren Song (Target must make a Will save or Medusa Heads retain all of the knowledge and become charmed by the Medusa Head for 3 memories they had in their previous life, although the turns) enchantment to allow them this further life has a • Bite (1/10, 3/10 Poison) tendency to have a somewhat negative impact on their Special Qualities: faculties. A Medusa that spends too much time as a Medusa Head is slowly driven more and more fervent • Petrifying Gaze (Targets who look the Medusa and desperate in their search for a new body, becoming Head in the eyes must make a Constitution save obsessed with the task or begin turning into stone, becoming Additionally, spending longer than a month as a Medusa restrained. They then must repeat the saving Head can cause serious problems for a Medusa as the throw on the end of their next turn, or else enchantment gradually weakens overtime. The magic become Petrified. Once Petrified, the target can can keep them functioning theoretically indefinitely, but only be healed by a high level Curse-Removing their higher cognitive functions and memories can begin spell, such as Greater Restoration) to fade if they stay in this state for too long, inflicting • Good Head on Her Shoulders (A Medusa Head them with a form of Dementia that can eventually lead can reattach itself to a recently decapitated to them becoming a barely cognizant rabid beast if body, gaining control over it. They lose their forced to remain in this state for any longer than a year, ability to fly and in return gain the physical statsthe failing enchantment literally causing their brain to the body possessed in life, and can slowly rot in their skulls. They can reverse the Dementia if they transform the body into a regular Medusa body attach to a body within the first 3 months, but after that over the span of 1d4 days) the cognitive effects become permanent. For these Numbers Encountered: Solitary, occasionally will form reasons, attaining a new body is of the upmost priority into small groups of up to 4 if other Medusa Heads are to a Medusa Head present Environment: Anywhere a Medusa has been defeated recently, rarely at magic colleges Loot: • Medusa Brains (Rare alchemical ingredient in anti-petrification elixirs, eating it in a raw or cooked state when not distilled causes petrification)

Drifting through the air like a morbid balloon, the Medusa Head vaguely resembles the decapitated head of a beautiful maiden, one whose beauty has been corrupted and warped through foul magics. Her animated, snake-like hair hisses and whips about through the air, hungry for prey, as she scans the horizon, her hungry eyes scanning for a new body...

Created when a powerful spellcaster Medusa, realizing the potential risk of their immortality being compromised by them being killed or dying through some sort of accident, takes precautionary measures to

Page 85 The Wife different plain than the one The Wife entranced Size: Gargantuan them on. If the saving throw is passed, the HP: 12/10 target becomes immune to this effect for 24 Armor: 10/10 hours) Speed: Slow • Love is in the Air (The very land The Wife Attacks: walks on becomes instilled with her love • Smash (5/10) powers. Land she passes over become magical • Bite (6/10, target must make a reflex saving zones for 1d6+3 months, those who pass throw or become grappled and restrained) through them becoming compelled to confess • Swallow (Only works on restrained targets that their feelings to ones they love, and are further are Large or smaller. Target must make a Reflex compelled to get married and raise a good save or be swallowed and teleported to a family) Demiplane that makes up The Wife's stomach. • Ancient Deity (Due to The Wife's ancient deity Swallowed targets take 10/10 psychic damage status, all of her attacks count as magical and every turn they begin inside of the space inside she herself has magical resistance. If she would of The Wife, and must make a Will saving be harmed by succeeding on a saving throw throw to avoid being driven mad. If a target is against a spell's effect, she instead takes no dropped to 0 HP while inside of the Wife's damage) demiplane, they are reborn as Boomers and • Hag Mother (Ancient mother of all hags, The reappear in any open space within 50 ft of The Wife has acces to all spells and abilities all hags Wife. The only way to escape the wife is to find possess, and can draw upon their knowledge as an exit, of which there is one randomly place she sees fit) somewhere 5 miles away from wherever the • Magical Entities (The Wife and Boomers are target appeared in the Demiplane, or to be magical entities. The Wife is immune to all dropped to 0 HP and transformed into a attacks from nonmagical weapons, while Boomer) Boomers are resistant to attacks from all Special Qualities: nonmagical weapons. Additionally, if The Wife • Love Goddess (The Wife is a primordial entity, would take damage from a saving throw she and an ancient Goddess of Love that spawned passes, she instead takes no damage) the concept of the relationship. Males or FemaleNumbers Encountered: Solitary homosexuals that gaze upon The Wife must Environment: Astral Plain, very rarely manifests inside make a Will save or be Charmed by her, of the mortal realm when enough love is in the air or believing her to be their wife, and will defend when summoned by cultists her to the death until they are brought to a Loot:

Page 86 • The Wife's Heart (Devastatingly powerful to their portly nature, they also gain resistance artifact that slowly transforms the holder into to lightning, fire, and cold damage) the next 'The Wife' over the span of 100 years. • I Just Want to Grill (Boomers possesses Grill Grants immortality, and attracts the perfect Shields, flaming grated shields that burn foes soulmate of an individual to them, no matter that strike it. Targets that miss their attack where in the planes they are, their perfect against a Boomer must make a Reflex save or Soulmate also gaining immortality once take 3/10 fire damage) married) • Magical Entities (The Wife and Boomers are magical entities. The Wife is immune to all Rising from the canyon at the cultist's beckon, you see attacks from nonmagical weapons, while with shock a massive figure, covered with flowing hair, Boomers are resistant to attacks from all equal parts aberrant wrongness and enchanting beauty, nonmagical weapons. Additionally, if The Wife rise from the pits into the mortal realm. The great beast would take damage from a saving throw she glances down at you, a strange look of concern in its passes, she instead takes no damage) many black eyes, as it scans over you and your Numbers Encountered: Solitary, 5-10 around The Wife compatriots... all of them male. Your boys. The Wife lets Environment: Following the Wife, rarely appearing out a mighty roar, as if angered at the mere sight, before Cults to The Wife leaping to the top of the clifface with an earth-rattling Loot: crash. She raises a massive, nailed mitt to crush your • The Wife's Ring (Dark artifact tying a Boomer band of brothers to The Wife. When worn, an individual becomes cursed to become a Boomer over the Boomer span of 24 hours. However, any blood touched Size: Large while wearing it transforms into Monster Blood, HP: 5/10 and works as shown in the Monster Blood Armor: 6/10 ability when drank) Speed: Medium • Grill Shield (Buckler that resembles the top of a Attacks: grill. Hot to the touch, deals small fire damage • Beat Down (3/10) to individuals who miss their attacks against • Monster Blood (Can only be used if the Boomer you) has dealt damage to a target the previous turn. A Boomer transforms the blood into a strange Crawling from the twisted veil and tangled locks of hair substance, drinking it. Adds 1/10 temporary HP that cover The Wife's body, you see several malformed and increases speed to Fast for 1 turn. Can only humanoids, with pale, flabby skin and hollow eyes leap be used 3 times per day) out onto the ground and begin pursuing you. The grill- • Phase Shift (Can only phase shift to the plain shaped bucklers on their arms glow bright as they where The Wife is) pursue, snarling and nashing their crooked, rotted Special Qualities: teeth. As they pursue, several stop by your fallen comrades and dip their chubby, ringed fingers inside of • Followers of The Wife (Boomers are loyal the bloody puddles, the liquid seeming to morph and servants of The Wife. They are aware of The shift into a bubbling white liquid at their touch. They Wife's location no matter what plane of greedily chug it down, the fluid seeming to fill them with existence she's on, and their main goal in life is newfound power, and they begin their chase again, this to protect her at all costs) time with newfound vigor... • Phone Bad (Boomers can sense magical communication taking place 1 mile around them, knows what is being communicated, and knows the location of the individuals communicating) • Portly Undead (Boomers have all of the normal abilities of an undead, and due to their strength as undead they also have Turn Resistance. Due

Page 87 Mole Warrior Size: Medium (around 140-160 cm tall) HP: 5/10 Armour: 4/10 Speed: Medium/Slow (Burrow) Attacks: • Rake (5/10 slashing damage. If the opponent is wearing cloth or leather armour, the armour gains a cumulative -1 to defense. If this reduces the armour's effectiveness to 0, the armour is destroyed.) • Headbutt (6/10 damage, and the creature must make a save or be dazed by the attack, missing their next turn) Special Qualities: • Tremorsense (Able to sense creatures through ground vibration in its general vicinity.) Number Encountered: 3-8 Environment: Caves, underground, forests. Loot: • Mole Claws: Razor sharp bone claws that can be fashioned into weaponry. • Bronze Helm/Pauldron: Simple armor made from bronze. Probably won't fit, but the materials are worth something.

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