TABLE OF CONTENTS 43. Balloon Sheep 93. Shade Tree 44. Brambleshrike 94. Cthulico Black Text: Has art (With *: Art is 45. Shrikewood 95. Piz'imuri not custom made for project) 46. Chimeric Mummy 96. Knightmare Red Text: Does not have art, but 47. Bilge Rats 97. Fifue has stats. 48. Soda Jerk 98. Abyssal Titan Magenta: Has art, but no stats 49. Mantivern 99. Bottomless Feeder Blue Text: Does not have art or 50. Topiary Crab 100. Fade Rasp stats 51. Ignomoth 101. Caudal Devourer Italics: Has description blurb. 52. Skele-Tone 102. Unfamiliar 53. Frogaconda 103. Bad 1. Mirror Golem 54. Ooze Princes (Sanguine, 104. Cinnamon Dragon 2. Cauldron Crab Phlegmat, Choleric, 105. Chimney Dragon 3. Bone Mites Melanchol) 106. Harvestman 4. Thinking Otyugh 55. Beheld Troll 107. Boggart* 5. Wereopossum 56. Corvirex 108. Malfunctioning 6. Coffee Elemental 57. Mirror Imp Mendicant* 7. Keg Golem 58. Glass Elemental 109. Ichtogryphon 8. Loners 59. Mirror Devil 110. Pale Horse* 9. Cog Bishop 60. Sporemonkey 111. Tezcatlipoca* 10. Un-Living Lightning 61. Pumpkin Dragon 112. Swolesquatch 11. Dracopede 62. Metallurgic Mantis 113. Simurgh 12. Ninpress 63. Skulker 114. Pantherox 13. Genemaw 64. Feliciphage 115. Terror Bird 14. Mandrake Golem 65. Tide Conscript 116. Royal Jelly 15. Corrupted Spellbook 66. Tidal Riot 117. Tupak 16. Meltdown Golem 67. Spherical Cow 118. Fire Sprites 17. Thaumovoric Lizard 68. Gentleman 119. Cancers 18. Necrojewel Leviathan 69. Pompatoads* 120. Morghast 19. Grasping Horror 70. Fossilith 121. Ace of Spades* 20. Prism Skeleton 71. Living Boomerang 122. Bonehead Crab 21. Mimms 72. Brain-Maniac* 123. Possessing Vessel 22. Loam Trolls 73. Living Building 124. Kanikami 23. Ogham Sphinx 74. Tiki Golem* 125. Unnerving Goat 24. Cone Shooter 75. Lepusians 126. Priestess of Jubilex* 25. Jinxes 76. Baabid 26. Thundermites 77. Voiceless 27. Soul Stingers 78. Eschaton Immanentizer 28. Gold Slime 79. Spellbane Spores 29. Facesnatchers 80. Dragon Prism 30. Lords of Edge 81. Dirge Spirit 31. Wizener 82. Boneshock 32. Alchemical Horror 83. Semilitch 33. Abyssal Doppoilganger 84. Hemidemisemilitch 34. Wrath Elemental 85. Chimney Wyrm 35. Stonelight Trapper 86. Wonderlandian 36. Depth Bats Ulgurstasta* 37. Ribblethroat 87. Quantorg* 38. Gnawer 88. Mashberry Monstrosity 39. Praya Thaumaturgis 89. Distressed Damselfy 40. Hoar Beast 90. Libgon 41. Grave Demon 91. Emperor Fisher 42. Sunworm 92. Pelagithid (*?) 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: large, one small, clack towards you. Mirror Golem Size: Large HP: 4/10 Armor: 2/10 Bone Mite Speed: Normal Size: Tiny Attacks: HP: 1/10 • Flail (3/10 damage) Armor (Dodge): 3/10 Special Qualities: Speed: Normal • Spell Reflection (50% chance to redirect spells Attacks: back at caster) • Bite 1/10 • Mirror Clone (Can create clones of people in its Special Qualities: mirror. Clones have all gear and abilities of • Sweet Tooth (Attracted to sweet smelling original, but 50% HP and lifespan, and is hostile things, repulsed by acidic solutions and blue to the original. Cannot be used on clones, or light) creatures who have already had a clone made Number Encountered: Pack 4-6 or Swarm 10-15 once before) Environment: Ossuaries, the Hollow caves Number Encountered: Solitary Loot: None Environment: Dungeon, towers Loot: A tiny insect skitters across the ground, its carapace • Ornate Fixtures (Worth money) and limbs resembling two skeletal hands fused together • Reflected Treasure (Disappears if not taken off at the wrist. A pair of tiny jaws and glistening eyes of clone before clone's death. Mirror of the shine out from where the wrists meet. treasure on that party member.) Thoughtful Otyugh Size: Medium Cauldron Crab HP: 5/10 Size: Large Armor: 1/10 HP: 4/10 Speed: Normal Armor: 5/10 Attacks: Speed: Slow* (*Medium if moving side to side) • Lesser Bite (3/10, roll for disease) Attacks: • Lesser Tentacle Slam (2/10, roll for paralysis) • Crab Claw (3/10 damage, with grab) Special Qualities: • Dunk (If grabbed, 6/10 damage repeatedly until • Telepathic (Can actively communicate and they escape the cauldron) speak via telepathy) Special Qualities: • Educated (Has NPC levels) • Boiling Blood (2/10 damage if bled on) • Otyugh Control (Commands other Otyugh.) • Boiling Cauldron (2/10 damage to adjacent area Number Encountered: Solitary, with 1-4 Otyugh when hit with heavy damage) Environment: Sewers Number Encountered: Solitary, or 2-5 as nesting pack. Loot: Environment: Islands, beaches, tide pools • Books (Related to NPC levels) Loot: • Treasure bezoar (inside stomach) • Stony Shell (As iron for shields/armor) • Food (Boiled seafood stew) Wereopposum • Metal treasure/gemstones left in cauldron from Size:Medium other adventurers. HP:5/10 Armor (Dodge): 3/10 A stone crustacean the size of a small shed ambles Speed: Fast towards you, steaming water sloshing from the great Attacks: bowl formed by the top of its shell. Its stony carapace is • Claw (4/10 damage) coated in moss and barnacles, a faint haze of head • Bite (5/10 damage, save vs rabies) simmering from them. It's asymmetrical claws, one • Tail Whip (1/10 damage, trips) Special Qualities: Attacks: • Playing Dead (When reduced to half health, • Strike (5/10 damage) pretends to die.) Special Qualities: • Shapeshifter (Transforms into non- • Human-Seeming (Looks like a human from far wereopossum NPC) away, has automatic glamour that continues to Number Encountered: Solitary, or hunting pack (2-3) disguise it as a human for 10-30 minutes at Environment: Woodland, city alleys random) Loot: As non-wereopposum form, but with added trash. • Aura of Disquiet (Animals around it see through glamour, automatically upset/hostile. Causes random mutation in animals in Coffee Elemental surrounding area.) Size: Medium • Inhuman Physiology (Immune to critical hits) HP: 3/10 Number Encountered: Solitary Armor (Dodge): 4/10 Environment: Any, but not large settlements. Speed: Normal Loot: Attacks: • Strange Calcified Lumps (As gemstones) • Scald (4/10 damage, on contact with body), • Caffeine Overdose (0/10 damage, builds up Cog Bishop charges per successful hit. At 3 charges, target Size: Medium suffers minor heart attack for 7/10 damage.) HP: 3/10 Special Qualities: Armor: 6/10 • Liquid Body (takes 1/2 damage from nonmagic Speed: Normal sources) Attacks: Number Encountered: Solitary, or coffee house (3-5) • Staff Thwack (3/10 damage) Environment: Cities Special Qualities: Loot: • Pawn Shaping (Can transform nearby metal into • Freshly roasted artisan coffee (Valuable) groups of 1d6 Pawns (Small 2/10 HP, 3/10 Armor, 2/10 damage Slam Attack) Keg Golem • Theology Weakness (Easily confused by Size: Large philosophical debate or logic traps) HP: 6/10 Number Encountered: Solitary with 2d10 Pawns, or Armor: 3/10 clergy (3-4 Bishops, 4d20 Pawns) Speed: Slow Environment: Any Attacks: Loot: • Keg Slam (6/10 damage, sprays alcohol on • Brass Clockwork (Valuable), impact) • Machine-God's Symbol (As holy symbol) Special Qualities: • Hollow (If not filled with liquid, takes double Un-Living Lightning damage from blunt sources) Size: Large • Intoxicant (If filled with alcohol, sprays alcohol HP: 4/10 when struck or striking, roll against poison or Armor: Special be intoxicated. If set on fire, violently explodes) Speed: Fast Number Encountered: Solitary Attacks: Environment: Cities • Electrocute (4/10 damage, save vs paralysis) Loot: Special Qualities: • Fine liquor (Valuable) • Electric Body (Has no armor, but instead reflexively uses Electrocute on a successful hit Loners to it) Size: Medium • Electric Animation (Can possess corpses, HP: 4/10 animating them. While animated, they have Armor (Dodge): 1/10 5/10 HP, Slow speed, and can speak. They lose Speed: Fast 1/10 HP a turn as the energy burns through them, before they're unusable) Genemaw Number Encountered: Solitary, or storm (2-3) Size: Large Environment: Any with prominent corpses. Battlefields, HP: 7/10 graveyards. Armor: 1/10 Loot: Speed: Slow • Necrotic Fulgurite (as gemstone) Attacks: • Swat (6/10 damage) Dracopede • Tendril Blast (3/10 psychic damage, long Size: Huge range.) HP: 7/10 Special Qualities: Armor: 6/10 • Poisonous Mucus (Direct contact or successful Speed: Normal Swat causes save vs poison) Attacks: • Psychic Puppeteer (When psychic damage • Slam (4/10 damage, displaces) knocks a creature unconscious, it raises 1 turn • Bite (5/10 damage) later as a puppet. It retains all stats and status, • Stinger (7/10 damage, save vs Paralysis) but cannot use skills or abilities and is • Acid Breath (6/10 damage in cone) unconscious.) Special Qualities: • Engulf (Can swallow creatures with its stomach • Darkvision (Can see in the dark) mouth. Swallowed creatures transform into • Honey Trap (Can spit honey-like substance that Genemaw Thralls who are +1/10 HP, -2/10 stops movement.) Speed, and gain a 4/10 damage Slam attack. Number Encountered: Solitary, or mating pair Transformation takes 1 week, and while Environment: Mountains, caves transforming the Genemaw goes down to Loot: Glacial in speed, -2/10 damage on Swat, and • Treasure hoard (as dragon) cannot use Tendril Blast or command Puppets.) • Dracopede Venom (Paralysis) Number Encountered: Solitary, with 1d4 Thralls • Dracopede Honey (Valuable, healing) Environment: Deep swamps Loot: Ninpress • Genemaw Mucus (Poisonous) Size: Large • Genemaw Tendrils (Psychic focus) HP: 7/10 Armor (Dodge): 5/10 Mandrake Golem Speed: Fast Size: Large Attacks: HP: 8/10 • Foxfire (4/10 damage, magically ignites) Armor: 0/10 • Bite (5/10 damage) Speed: Slow Special Qualities: Attacks: • • Fox Magic (Can cast fire spells that damage as Slam (6/10 damage, slow) Foxfire, and enchantment spells, especially • Mandrake Toss (1/10 damage, special) illusions.) Special Qualities: • Musical Weakness (Bardic magic deals twice • Mandrake Garden (Grows Mandrakes in its the effect, Fox Magic can be the target of body. When a Mandrake is uprooted, either Countersong and is twice as likely to fail.) through Mandrake Toss or damage, it screams, • Divine Fragment (Counts as divine, anchored to causing all nearby to save vs paralysis.) Ninpress Stone) Number Encountered: Solitary or conservatory (5-6) Number Encountered: Solitary Environment: Forest underground, caves, dungeons Environment: Forests, wherever summoned Loot: Loot: • 2d10 mature Mandrakes, 3d8 Mandrake bulbs • Ninpress Stone (Can be used to summon a • Lots of rich soil. Ninpress) Corrupted Spellbook spell is permanently bound to the Lizard, and Size: Tiny can cast it once per day. In addition, it grows HP: 2/10 larger with each subsumed spell.) Armor: 1/10 Number Encountered: Solitary or college (4-6 with one Speed: Fast Large lizard.) Attacks: Environment: Arid, the West • Thwack (1/10 damage) Loot: Special Qualities: • None • Spellcaster (Can cast magic, up to the level of spell in it before corruption.) • Spell Devourer (75% chance to absorb any spellNecrojewel Leviathan used targeting it, converting to HP.) Size: Colossal • Floating (Flies around.) HP: 12/10 Number Encountered: Solitary Armor: 0/10 Environment: Libraries, tombs Speed: Slow Loot: Attacks: • Spell pages (Functions as spell scrolls.) • Crush (8/10 damage, throws back) • Swallow (6/10 damage, traps inside body where Meltdown Golem target takes 5/10 damage each turn.) Size: Large • Grasping Maws (2/10 damage, automatic to HP: As Stone Golem targets adjacent to any part of the Leviathan) Armor: As Stone Golem • Withering Beam (10/10 damage, necrotic, line. Speed: Slow Leviathan deals 4/10 damage to itself.) Attacks: Special Qualities: • Fist (5/10 damage) • Aura of Blight (All healing within one mile • Detonation (7/10 damage, in cone, radiation) fails. All dead matter within one mile has a 10% Special Qualities: chance, raising every hour in the aura, to • Nuclear Aura (All living things nearby suffer spontaneously animate) 1/10 damage every turn as radiation.) • Living Horde (Pieces of the Leviathan broken • Radiation (All radiation damage builds up 1 off via damage animate as undead of their sickness per instance. At 5 sickness, roll vs respective size, and either rejoin the Leviathan nausea. At 10, take -1 to all stats. At 15, or attempt to kill those nearby) disadvantage on all rolls.) • Pelagic Garden (Has different abilities via what Number Encountered: Solitary kind of creatures make up its mass. At GM's Environment: Any discretion.) Loot: • Positive Energy Weakness (Takes double • Plutonium Core (Valuable, heavy) damage and effect from all holy or positive energy sources) Thaumovoric Skink Number Encountered: Solitary Size: Small Environment: The ocean HP: 2/10 Loot: Armor: 2/10 • Necrojewel Dust (Extremely Valuable, Speed: Normal extremely magical) Attacks: • Bite (3/10 damage) Grasping Horror • Absorb Magic (0/10 damage, absorbs a magical Size: Medium spell or effect, then gains the ability to cast it HP: 4/10 itself as a charge. Takes turns to do so equal to Armor: 0/10 the level of the magical effect.) Speed: Fast Special Qualities: Attacks: • Spell Subsumption (Grows progressively larger • Vorpal Talon (6/10 damage, vorpal, activates as it consumes spells. After 1 hour, an absorbed Talon Gate.) Special Qualities: those nearby) • Extradimensional (Stats above are for its • Cursemaker (Can cast curses, favoring projected body. Its main body lies beyond its misfortune.) gates, and has 8/10 HP, 0/10 Armor, and can • Friends Forever (Can curse children to be attack multiple times per turn.) young forever.) • Talon Gate (creates a gateway where it's talons Number Encountered: Solitary or camraderie (5-10) cut. Can attack with Vorpal Talon through gates,Environment: Small towns, forests or cause more limbs and pieces of the Loot: extradimensional Grasping Horror to appear • Mimm Dust (Temporary shapeshifting use.) through it. Can force things through the gate, which counts as an instant kill. Killing the Cone Shooter projected body of the Horror closes all Talon Size: Small Gates.) HP: 4/10 • Gate-Cursed Wounds (If a Talon Gate is opened Armor: 4/10 on someone and then closed, the gate will re- Speed: Immobile* (Can propel self with Cone of Force) open in 1d6+1 days during their sleep, where it Attacks: will try to kill them and drag them inside itself.) • Cone Blast (Random damage, random effect, Number encountered: Solitary, or troupe (The horror's see below) true body has figured out how to manipulate multiple Special Qualities: projections. There are 2d6 throughout the surrounding • Induction (Whenever a spell or ability with a area, and all share senses.) Cone template is used on it, it uses the same Environment: Any ability on its next turn in lieu of its Cone Blast.) Loot: Number Encountered: 1-4 arranged on any surface • Vorpal Talons (Brittle, count as Vorpal) Environment: Any, summoned Loot: • Tiny cone-shaped gold pieces. Prism Skeleton Size: Medium Random Cone Effect Table HP: 5/10 1 Cone of Cold (4/10 damage, freezes) Armor: 8/10 Speed: Slow 2 Cone of Fire (6/10 damage) Attacks: 3 Cone of Light (1/10 damage, blinds) • Chilling Rend (5/10 damage, acidic, frostbite) Special Qualities: 4 Cone of Stone (Transmutes surrounding area to stone in cone. Those inside start to • Frozen Camouflage (Can hide underwater, in suffocate.) snow, in acid, and in sunlight due to reflective properties.), 5 Droning Cone (5/10 damage, deafens) • Snowblind (When in direct sunlight, save vs 6 Cone of Growth (Causes plants to grow blindness.) rapidly, making rough terrain.) Number Encountered: Solitary Environment: Tundra, boreal wastes 7 Cone of Alone (Save vs blindness, Loot: None deafness, and silence) 8 Cone of Poison Gas (Lasts 1d6 turns, deals Mimms 2/10 damage per turn to everyone in it.) Size: Varies (Diminutive to Medium) HP: 2/10 9 Cone of Dragons (Flings Tiny dragons, Armor (Dodge): 6/10 who attack and bite. 1/10 HP, Fast speed, Speed: Fast 1/10 damage bite and fire attacks, and Attacks: None capable of flight. Vanish in 1d4 turns.) Special Qualities: 10 Cone of Bone (Throws bones for 3/10 • Imaginary Shapeshifter (Can change form at damage, spawns 1d3 skeletons after will, using telepathy based on imagination of impact.) 11 Antimagic Cone (Suppresses all magical Thundermite effects in area) Size: Swarm (Fine) HP: Size/10 12 Pro-Magic Cone (Doubles all magical Armor (Dodge): 3/10 effects in area, including cone sprays) Speed: Normal 13 Cone of Tone (Grants +1 temporary Attacks: strength to everything in area, also • Positive Charge (5/10 damage, save vs muscles.) paralysis) Special Qualities: 14 Cone of Clone (Duplicates everything in area. The duplicates act as confused and • Swarm Intelligence (Gains intelligence as it bewildered variants of their original selves, grows in size) and melt into pale goo in 2d6 turns.) • Magnetic Pulse (As an action, can either attract or repulse all metal within area. Save vs 15 Cone of Thrones (Fires tiny, exquisitely strength to hold onto objects or not be moved.) made chairs for 1/10 damage.) Number Encountered: Small swarm (20-50 individuals) 16 Midas Cone (Transmutes all metal in area up to thunderhead (500-1000) to solid gold.) Environment: Steppes, plains Loot: 17 Cone of Force (Launches everything in • Metallic Exoskeletons (Valuable). affected area 20ft away from it, and itself 20ft back.) • Usable as a familiar, in which case it is 20-30 individuals and can manage a small shock or 18 Cone of Scone (Transmutes any foodstuff carrying smaller metal objects. in area into delicious baked goods.) 19 Cone of Unknown (Causes short term Ogham Sphinx amnesia.) Size: Large HP: 6/10 20 Cone of Cones (Roll three more times on Armor (Dodge): 4/10 table. This cone fires out tiny frozen cones Speed: Normal (½ usual size) that cause that effect when Attacks: touched. Vanish in 1d6 turns.) • Pounce (5/10 damage) Special Qualities: • Ogham Writ (Casts spells as medium level Jinx druid in the form of written riddles. If riddle is Size: Tiny answered correctly, spell triggers on Sphinx. If HP: 2/10 incorrectly, spell triggers on answerer. Riddles Armor (Dodge): 6/10 must be answered when read.) Speed: Fast • Woad-Marked (Once per fight, can activate to Attacks: None give +2/10 damage to all attacks and temporary Special Qualities: 2/10 damage reduction, but becomes unable to • Fey Magic (Can fly, turn invisible, teleport 10 cast spells for duration. Lasts 2d6 turns.) feet in any direction as an action.) Number Encountered: Pair or kith (3-5) • Chaotic Aura (Renders any magical object of Environment: Moors, beaches, vallesy cantrip-level power unstable. When used, roll Loot: 1d6. At a 1, it explodes. At a 2-3, it casts the • Golden jewelry spell at a random target. At 4-5 it casts a • Berserker's Woad (Grants Woad-Mark effect, 3 different, random cantrip. At 6, it casts as uses) normal.) Number Encountered: Solitary or throng (3-8) Loam Troll Environment: Forests, towns Size: Large (Varies) Loot: HP: 7/10 • Explodes into 1d4 random items worth 5 gold Armor: 3/10 or less. Speed: Normal Attacks: Environment: Treasuries, banks • Smash (5/10 damage) Loot: Special Qualities: • Gold-like jelly (Valuable, but not as much as the • Regenerator (Regenerates 4/10 HP per turn gold it ate) unless damaged with acid or fire.) • Composite Form (Varies in size, strength, and Facesnatcher appearance dependent on what it's composed of,Size: Medium formed anywhere there is decomposing HP: 4/10 vegetable material, fey magic, darkness, and Armor (Dodge): 3/10 water.) Speed: Normal Number Encountered: Small (4-10), Medium (2-4), Attacks: Large (1-3), Huge (Solitary) • As Stolen character Environment: Caves, swamps, watery groves Special Qualities: Loot: • Stolen Faces (Can steal names and social • Trollfruit (Grants 2/10 HP per turn regeneration relationships from someone by eating for short time) something important to them. Causes permanent charisma loss, unless Facesnatcher dies.) Soul Stinger • Unperson (If a Stolen character is reduced to 0 Size: Fine charisma, they become an 'unperson'. If they are HP: 1/10 reduced to negative charisma, the Facestealer Armor (Dodge): 5/10 permanently takes their appearance, abilities, Speed: Fast and social life, and they themselves become a Attacks: Facestealer.) • Soul Sting (2d10 damage, Level Drain) Number Encountered: Solitary Special Qualities: Environment: Cities, civilization • Symbiotic (Lives inside of an undead host. Loot: Grants the host +2/10 armor from their hive.) • As Stolen character • Level Drain (Stings inflict level drain, lasts until holy magic dispels or the undead host is killed, Lords of Edge at which it lasts until the next rest.) Size:Medium Number Encountered: Swarm (10-15) inside host, or HP: 4/10 throng (40-50) inside 4-6 hosts. Armor: 4/10 Environment: Any with undead Speed: Normal Loot: Attacks: • Soulworked Leather (As magical leather armor) • See table below. Special Qualities: Gold Slime • Dour Words (Anyone that listens to a Lord's Size: Small poetry gains AntInspiration. The first point HP: 4/10 cancels out inspiration, and additional points Armor: 2/10 cause further weakness and ill luck.) Speed: Slow • Bardic Magic (Casts as high level bard.) Attacks: • Melting Touch (4/10, acidic) Number Encountered: Solitary, duet, or recital (4-8) Special Qualities: Environment: Any • Golden Absorption (When in contact with Loot: metal, will absorb it and grow in size, gaining • Whatever weapon it carries (see table), a book hp and armor.) of dour poetry • Treasure Disguise (Can hold shape hibernating in the form of gold treasure, like a crown or scepter.) Number Encountered: Solitary, or hoard (5-10 in treasure pile) Lords of Edge Weapons Table (1d8) instantly ages its killer 1000 years, and all other mortals nearby 25 years. If killed indirectly, it 1 Scythe made of bones, with a sharpened merely ages the nearby mortals up by 5 years) spine for the blade. Deals 6/10 damage, and if Number Encountered: Solitary it kills a target it steals its bones, healing the Environment: Any with very old members of races Lord and increasing the size of the scythe. Loot: 2 Between 300 and 600 engraved knives. • Dust Tosses out handfuls for 4/10 damage, and Alchemical Horror then can animate them at will to turn them Size: Medium into a wall of knives. HP: 6/10 3 A battleaxe that has been converted into a Armor: 2/10 steel-stringed lute. Deals 7/10 damage, and Speed: Normal acts as bardic instrument. Attacks: • Eyeblind Stream (5/10 damage, save vs 4 Instead of a forearm, the Lord has their blindness, poison, and transmogrification.) skeletal hand on the end of a 50ft coiled, • Chimeric Attacks (see below) spiked chain. Instead of damage, the hand Special Qualities: casts Inflict Wounds on anyone it touches. • Ex-Alchemist (Has all skills and knowledge of 5 A flute made of human bone. Manifests a high level alchemist) Unspiration as a lethal force, dealing 1/10 • Alchemical Reactor (Can produce, modify, and copy potions within its own body, as long as it damage per level of Unspiration every turn to has imbibed them or contacted them.) targets that can hear as long as the Lord • Chimeric Attacks (Can meld itself with other plays. If you die via this, your soul cannot be monsters for additional attacks. Pick attacks returned to your body. from any other monster and apply a total of 3 to 6 Dual katanas, masterfully folded one the Horror.) thousand times. Deals 6/10 damage each, and Number Encountered: Solitary can attack independently. Environment: Dungeons, laboratories Loot: 7 Sword composed of iron harvested from • 2d8 random potions blood. Very brittle, like the Lord's ego. Deals • Imperfect Rubedo (valuable) 5/10 damage and save vs disease three times. Not magical, just disgusting. Abyssal Doppoilganger Size: Varies (Shapeshifter) 8 Summoning circle inscribed onto the Lord's HP: 6/10 bones, usually on its forehead, that allows the Armor: 0/10 Lord to fire minor demons at targets as Speed: As shapeshifted form projectiles by posing. Deals 4/10 damage at Attacks: range. • As shapeshifted form Special Qualities: • Shapeshifter (Can take the shape and Wizener appearance of another creature, gaining all non- Size: Medium magic abilities of that creature and appearing HP: 2/10 the same but monochrome, and with a faint oily Armor: 0/10 sheen. It cannot communicate in any way.) Speed: Slow • Oily Sheen (Has a 75% chance to reflect Attacks: targeted magic used on it. Has a further 50% • Withering Touch (1/10 damage, causes chance to absorb targeted magic used on it.) temporary stat loss) Number Encountered: Solitary Special Qualities: Environment: Any, the Abyss • Curse of the Wizened (When killed directly, Loot: • Umbral Oil (If worked onto armor, gives 50% Attack: magical reflection chance for 1 hour.) • Devour Magic touch attack (No damage to most creatures and magical creatures; 10/10 damage Wrath Elemental to creatures of pure magic (Fortitude half); Size: Medium gains temporary HP equal to the damage HP: 5/10 inflicted. Removes all magical effects on the Armor: -1/10 (See below) target that aren't innate or from equipment; Speed: Normal gains temporary HP equal to the total spell Attacks: levels consumed this way. Magical equipment is • Flail (6/10 damage, Burning Rage) mostly unaffected; DM may call for saves with Special Qualities: hardness at their discretion. Spellcasters must • Burning Rage (Has effectively infinite armor. save vs Will or lose 1d6 spell slots for the day However, every time it's hit, it creates an aura of plus one for each age category of the Praya; damage coming out from it, growing in size and starting with the highest spell levels available. dealing +1/10 damage per turn with each hit. The Praya gains temporary HP equal to the total Once it reaches over 10/10 damage, it starts to spell levels drained this way. Creatures inside deal 1 damage per turn to itself ignoring its its incorporeal form are subjected to these armor.) effects each turn as long as they remain.) • Frenzy (Will always attack first available target, Special Qualities: even if target is itself.) • Incorporeal Number Encountered: Solitary • Flight (very slow) Environment: Any, summoned • Magic-Absorbing (Instinctively and Loot: automatically consumes spells cast at it, gaining • Hate-Melted Glass (Valuable) temporary HP equal to the spell level) Number Encountered: Always solitary Stonelight Trapper Environment: Leyline convergences, arcane ruins, any Size: Large exceptional, persistent, and largely unattended HP: 4/10 concentration of magical energy Armor: 5/10 Loot: Speed: Glacial • Magic-absorbing gossamer (incorporeal) Attacks: • Devour (5/10, locks in place) A vast, alien morass of luminescent tendrils drifts • Thrash (3/10, hits all adjacent) silently through the landscape, its spectral form Special Qualities: heedless of the terrain. At least dozens of acres in size, • Camouflage (Blends into stone or cavern its ponderous movement bears the inevitability of a flooring) coming storm. Wildlife flee from it in a panic, the magical among them falling into a shuddering torpor as • Blinding Lure (Creates a floating blinding light they are engulfed. As it approaches, you feel the air directly above its body at all times except when around you deaden as gleaming incorporeal threads attacking or moving. Makes tunnels look like a extend to discern your nature. tunnel opening to the surface.) Number Encountered: Solitary Hoar Beast Environment: Underground Size: Large Loot: HP: 8/10 • Stonelight Lure (Usable as incredibly long- Armour: 6/10 lasting fireless lantern) Speed: medium Attacks: • Slam (7/10 damage, can concuss) Praya Thamaturgus Size: Colossal • Icy Tusks/horns (5/10 damage chance to freeze HP: 10/10 opponent) Armor: 0/10 (fragile) • Reckless charge (4/10 damage) Speed: Very Slow Special Qualities: they are permanently rendered blind) • Bestial rage(If weakened to a significant state Special Quantities: the Hoar beast can go into a rage which boosts • Nightcrawler (Has Blindsight up to 30 ft, is its speed and attacks but will lose its innate blind beyond this distance) defensive capabilities as a result) • Toxic Avenger (The body of a Sunworm is • Frozen tusks/horns (Any attacks made by the filled with light-processors and light-generators beast will have a chance to freeze a target which that are toxic to most animals, and eating one in gets worse over a period of time unless an any form deals 5/10 poison damage) antidote is found) Numbers Encountered: Colonies (10-50) Number Encountered: minimum of 1-2, packs of 4-5 areEnvironment: Caves, Tunnels, Abandoned Mineshafts, rare typically near spots where the sun shines in Environment: Tundra, Arctic regions Loot: Loot: • Glow Cells (Bioluminescent membrane that • Tusks naturally absorbs light. Occasionally sought out • Horns by mages as a main material for Cloaks of • Hoar beast pelt (resistance to cold and minor Invisibility) defensive buff) Balloon Sheep Grave Demon Size: Huge size: Small HP: 6/10 HP: 4/10 Armor: 9/10 Armour: 3/10 Speed: Glacial (Hover) Speed: Fast Attacks: Attacks: • Stomp (5/10) • Raking claws (5/10 causes bleeding) • Inhale (Targets within a 20 foot cone in front of • Draining bite (2/10 target loses life and the the Balloon Sheep must make a Reflex save, or demon regains it) have the oxygen sucked from their lungs. They • Maddening Stare (4/10 can make a person go take 7/10 damage and fall unconscious for 3 insane and causes slight atrophy) turn) Special Qualities: • Exhale (After Inhaling, targets within a 20 foot • Blink (short range teleport) cone in front of the Balloon Sheel must make a • Unending Hunger (can and will consume Reflex save, or take 3/10 damage and be blown corpses for magical ability and slight strength) back 25 ft.) Number encountered: anywhere from 2-5 Special Qualities: Environments: cemeteries, crypts, hell • Cloudspotter (Balloon Sheep, when not feeding Loot: on clouds, are virtually indistinguishable from a • burning eye normal cumulus cloud) • small vial of demon blood Numbers Encountered: Herds (5-20), occasionally Solitary on the ground • 1d10 razor talons Environment: High in the Sky, occasionally on Flying Castles or Mountaintops, rarely on the ground in Sunworms Prairies Size: Diminutive Loot: HP: 1/10 Armor: 3/10 • Float Bladder (Organ that allows the Balloon Speed: Slow, (Burrow Speed) Glacial Sheep to float) Attacks: • Balloon Wool (Used in exquisite luxury clothes • Stinger (1/10 damage) due to its light, comfortable feel) • Flash (Creatures that are looking at the Sunworm must make a Reflex Save or be Chimeric Mummy blinded for 1+[number of times a target has Size: Varies, either Medium, Large, or Huge been blinded by this attack previously] turns. If HP: 4/10 (5/10 if Large, 6/10 if Huge) a target is hit by this attack more than 7 times, Armor: 4/10 (5/10 if Large, 6/10 if Huge) Speed: Slow to a Poopdeck (200-500) Attacks: Environment: The bilge of ships, occasionally other • Chimeric Attacks (Pick nonmagical attacks locations with still, filthy pools of water from other monsters or animals that it is Loot: None Chimerically combined with, if Medium pick 2, if Large pick 3, if Huge pick 4) Soda Jerk • Rotting Touch (4/10 necrotic, target makes Will Size: Small save or target becomes Cursed with Mummy HP: 3/10 Rot. Target cannot regain HP when cursed, take Armor: 2/10 1/10 necrotic damage per hour, and if the target Speed: Slow is reduced to 0 HP while effected by the curse, Attacks: the target is reduced to dust and can only be • Carbonated Touch (2/10, acidic) revived with a wish spell) • Foam Spray (1/10, range 15 ft., acidic) Special Qualities: Special Qualities: • Chimera (The Chimeric Mummy is made up of • Flavor Saver (Modifies it's body to incorporate several different monsters and animals. the flavor and color of things it absorbs, be it Depending on the animals it is merged with, it fruit, meat, grass, or any other organic object. gains different traits. For example, being They are naturally attracted to fruits and sugars, merged with a turtle gives a +2 to Armor and however) allows them to tuck into their shell to shield • Shake Well (Soda Jerks rapidly consume water itself, being merged with a cheetah raises their when placed into it and use it to create more of speed, and being merged with a dog gives the themselves) Keen Smell and Hearing ability. Medium Numbers Encountered: Solitary or Swarm (5-10 near mummies can pick 2 traits, Large mummies sugar deposits) pick 3, and Huge mummies pick 4) Environment: Bodies of water or fruit orchards in or Numbers Encountered: Solitary near civilization Environment: Deserts, Pyramids, and other sources of Loot: shamanistic Necromancy • Soda Loot: • Mummy Wrappings Mantivern: • Mummy Herbs Size: Large HP:4/10 Bilge Rats Armor: 5/10 Size: Swarm of Tiny Elementals Speed: fast (flying) HP: Size/10 Attacks: Armor (Dodge): 3/10 • Claws (4/10 grapple) Speed: Fast • Bite (6/10 venom save vs paralysis) Attacks: • Venom Breath (5/10 damage in cone). • Gnaw (Deals 3/10 Poison, save vs poison, deals Special Qualities: 6/10 poison damage to wooden structures) • Darkvision (can see in the dark) Special Qualities: • chameleon scales (is nearly indistinguishable • Rotting Presence (Food, open wounds, and from background while motionless) other perishable organic materials that are Number Encountered: solitary or mating pair. within 15 feet of the Bilge Rat rapidly rot, make Environment: Forests, swamps, Jungles, caves, a Constitution save or take 1/10 poison damage underdark. every turn while in that range for 24 hours) Loot: • Beings of Filth (Are immune to poison • Mantivern scales (valuable, armor) damage, but Bilge Rats are instantly killed • Mantivern venom (valuable, paralysis, healing). when exposed to a pure body of water such as the sea or a lake, or upon coming into contact Topiary Crab with cleaning supplies like soap) Size: Large Numbers Encountered: Small Swarm: (10-50) HP: 5/10 Armor: 6/10 Spellcaster, and has access to all spells a Bard Speed: Slow* (*Medium when moving side to side) of that level would have) Attacks: • Disco Doesn't Die (As long as a Skele-Tone has • Claw Snip (4/10 damage) a suitably large audience that they can draw Special Qualities: power from, a Skele-Tone will regenerate in a • Topiary Display (Cuts bushes into magnificent designated 'studio' or similar creative space 24 topiary sculpts as part of its mating display. hours after being killed. In order to sustain this These sculpts often contain additional treasure, connection, they must produce one piece of art but will anger the crabs. Every sculpt has a 10% per month for their audience to enjoy, otherwise chance upon completion to become a Topiary their power begins to wane) Guardian) • Turn Resistance (the Skele-Tone has advantage • Ancestral Memory (Topiary Crabs never forget, on Turn Undead effects) and can recreate their memories in topiary.) Numbers Encountered: Solitary, or rarely part of a Soul Number Encountered: Garden (6-10) Train (2-5) Environment: Woodland groves, seaside woodland Environment: Cities, Castles, Arts Festivals Loot: Loot: • Iridescent Crabshell (Usable for strong armor, • Tons of Gold favored by seaside druids.) • Legendary-level magic item related to creating • Various found treasures inside topiary. whatever art the Skele-Tone specialized in

Name: Ignomoth Ooze Prince 1: Sanguine Size: Small Size: Huge, Medium in Humanoid Form HP: 3 HP: 8/10 Armor: 2 Armor: 8/10 Speed: Slow (*Fast when flying) Speed: Medium Attacks: Attacks: • Nibble (3/10) • Pseudopod (3/10 acid) • Slam (3/10 while flying) • Sanguine's Morning Star (2/10 and 5/10 Poison, Special Qualities: human form only) • Flamepowder (once for battle, 10ft adjacent • Slime Tongue (Will save or target becomes area, if inhaled 5/10 damage every turn until charmed by Sanguine for 1 minute) treatment or death) • Bud (Creates 1d8+2 Slimes that are controlled Number Encountered: Usually solitary, 5-20 in mating by Sanguine) season or around big and bright lights Special Qualities: Environment: Deep caves by day, forests by night • Shapechanger (Sanguine can change his shape Loot: to any humanoid form, or back to his true ooze • Cheratinous shell (good for light form at will. His statistics remain the same in chest/arms/legs armor) each form and any equipment he wears is not • Flamepowder (alchemical component in several transformed with him) health potions and/or explosives) • 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 Skele-Tone true form, and can additionally bring any ooze Size: Medium within a mile of him to his aide. He can absorb HP: 5/10 other oozes to heal himself by an amount equal Armor: 4/10 to their HP) Speed: Medium • Bloody Likeable (Sanguine is a constantly Attacks: chipper, Cult leader-esque creature, and should • Paralyzing Touch (2/10 Necrotic, Constitution come off as near infectiously persuasive and save or be paralyzed for a minute) charismatic. He has advantage on any checks Special Qualities: related to convincing people who he has not • Spellcaster (The Skele-Tone is an 18th level directly antagonized to do what he wants or believe a thing he believes, and any social stats necrotic damage and is considered Vorpal, should be maxed out for him) slicing off limbs upon crit) Numbers Encountered: Solitary • Black Bile of Juiblex (Mysterious essence of Environment: The Slime Pits, (Juiblex's layer of the concentrated ooze, elevates Mind Flayers/Elder abyss), occasionally in the lairs of larger Cults to Brains to Demigod status at the cost of Juiblex transforming them into half-ooze monstrosities. Loot: Needed in ritual to kill Juiblex for good) • Sanguine's Morning Star (Deals large poison damage upon hit) Ooze Prince 3: Choleric • The Blood of Juiblex (Mysterious essence of Size: Huge, Medium in Humanoid Form concentrated ooze, elevates vampires into HP: 9/10 demigod status at the cost of also transforming Armor: 7/10 them into half-ooze monstrosities. Instrumental Speed: Medium in a ritual to kill Juiblex for good) Attacks: • Pseudopod (3/10 Acid) Ooze Prince 2: Melanchol • Choleric's Warhammer (5/10, 3/10 Fire, Size: Huge, Medium in Humanoid Form Humanoid form only) HP: 7/10 • Champion's Roar (All creatures within 120 ft. Armor: 9/10 of Choleric with an intelligence above 3 must Speed: Medium make a Will save or be frightened for 1 minute, Attacks: and must use their entire movement to move as • Pseudopod (3/10 Acid) far away from Choleric as possible) • Melanchol's Bonesaw (2/10 and 2/10 Necrotic, • Bud (Creates 1d8+2 Slimes that are controlled Vorpal, Humanoid form only) by Choleric) • Bud (1d8+2 Slimes that are controlled by Special Qualities: Melanchol) • Shapechanger (Choleric can change his shape to Special Qualities: any humanoid form, or back to his true ooze • Shapechanger (Melanchol can change his shape form at will. His statistics remain the same in to any humanoid form, or back to his true ooze each form and any equipment he wears is not form at will. His statistics remain the same in transformed with him) each form and any equipment he wears is not • Ooze-Father (Has all of the regular traits of an transformed with him) Ooze, such as their amorphousness and ability • Ooze-Father (Has all of the regular traits of an to squeeze through small spaces when in his Ooze, such as their amorphousness and ability true form, and can additionally bring any ooze to squeeze through small spaces when in his within a mile of him to his aide. He can absorb true form, and can additionally bring any ooze other oozes to heal himself by an amount equal within a mile of him to his aide. He can absorb to their HP) other oozes to heal himself by an amount equal • The Yellow General (Choleric is a master of to their HP) battle strategy and leadership, inspiring those • Blackened Mind (Melanchol, in his pursuit of that follow him and reducing those against him creating the perfect ooze, has trained himself in to cowering children with his mere presence. He all matters of dark arts and sciences. He is a is capable of wielding any conventional weapon master of any skills related to intelligence and with deadly proficiency, and is able to predict pure knowledge, and he is considered to be the tactical maneuvers of most opponents after level 10 in all Spellcasting classes, with access spending a minute observing their troop to all of the spells those classes would have) formation and movement, and with another Numbers Encountered: Solitary minute he can concoct a strategy to counter it) Environment: The Slime Pits, occasionally in human Numbers Encountered: Solitary form at mage's colleges requesting assistance from Environment: The Slime Pits, often on the frontlines of adventurers to acquire objects conflicts defending Juiblex's territory or attempting to Loot: expand it • Melanchol's Bonesaw (Deals a small amount of Loot: • Choleric's Warhammer (Deals a small anount of saving throw, or become Frozen solid for 2 fire damage, makes the wielder appear larger turns) and more intimidating) • Phlegm of Juiblex (Mysterious essence of • Yellow Bile of Juiblex (Mysterious essence of concentrated ooze, elevates Goblinoids to concentrated ooze, elevates Giants to Demigod Demigod status at the cost of transforming them status at the cost of transforming them into half- into half-ooze monstrosities. Needed in ritual to ooze monstrosities. Needed in ritual to kill kill Juiblex for good) Juiblex for good) Beheld Troll Ooze Prince 4: Phlegmat Size: Large Size: Huge, Medium in Humanoid Form HP: 7/10 HP: 6/10 Armor (Dodge): 4/10 Armor: 7/10 Speed: Medium, Fast when Leaping Speed: Medium Attacks: Attacks: • Claw (3/10) • Pseudopod (3/10 Acid) • Eye Beams (See Beholder Eye Beam list) • Phlegmat's Dagger (2/10, 2/10 Cold, • Pounce (6/10, Reflex save or be either grappled Constitution save or become Frozen solid for 2 or knocked prone, can only be performed after turns, and become unable to take any actions. using full movement to head towards a target) Humanoid form only) Special Qualities: • Bud (Creates 1d8+2 Slimes that are controlled • Regeneration (Heals 2/10 HP every turn unless by Phlegmat) damaged by fire or acid. If the head of a Beheld Special Qualities: Troll is cut off without the usage of acid or fire, • Shapechanger (Phlegmat can change his shape the head can fly freely, using the same to any humanoid form, or back to his true ooze movement options as a Beholder, and can form at will. His statistics remain the same in regrow its body over the span of a day) each form and any equipment he wears is not Numbers Encountered: Solitary transformed with him) Environment: Mountains, Abandoned Dungeons and • Ooze-Father (Has all of the regular traits of an Ruins Ooze, such as their amorphousness and ability Loot: to squeeze through small spaces when in his • Beholder Eye true form, and can additionally bring any ooze • Gold within a mile of him to his aide. He can absorb other oozes to heal himself by an amount equal Corvirex to their HP) Size: Huge • Phlegmatic Chamberlain (Phlegmat is not a HP: 7/10 charmer, nor a scholar, nor a general, but he Armor (Dodge): 6/10 does possess excellent interpersonal skills and Speed: Fast (Slow when strutting. When strutting, is one of the few demons capable of reigning in Corvirex has advantage on Perception checks, and does his three brothers. Phlegmat naturally produces not trigger traps), (Flying Speed) Extreme a calming aura 120 ft. around him that keeps Attacks: himself and others around him from performing • Goring Peck (6/10) rash decisions, dampening his own emotions to • Snatching Claw (2/10, Reflex save or be make him as impartial and unbiased as possible. grappled in the creature's grasp) He also is the only brother who possesses a • Maddening Caw (Will save or targets within a direct telepathic connection with Juiblex, who 120 ft. radius around the Corvirex will be he distributes orders from to his brothers) driven into a rage-filled mania, and will attack Numbers Encountered: Solitary the nearest organism for 30 seconds) Environment: The Slime Pits Special Qualities: Loot: • Maddened Minds (The Corvirex is immune to • Phlegmat's Dagger (Deals a small amount of any form of mind control and cannot be cold damage and targets are forced to make a telepathically communicated with, any attempts to do so resulting in 3/10 psychic damage manipulation and the other a whirling swarm of blowback to the individual attempting it), glass shards.) Numbers Encountered: Solitary • Humanoid Form: Razor Skin (Deals 2/10 Environment: Forests and other wooded areas, typically damage to any creature it touches.) not far from destroyed dragon nests • Humanoid Form: Steady (Gains +1/10 armor Loot: while humanoid.) • Dragon Heart • Amorphous Form: Free Passage (Can fit • Loot from Nest (varying levels of worth through any space that a single shard of glass depending on stolen heirlooms) can) • Corvirex Brain (Powerful alchemical ingredient • Amorphous Form: Whirling Shards (Can that when eaten raw enhances Intelligence occupy the same space as other creatures, and permanently by 1, at the cost of the person deals 6/10 damage to everything inside per developing a random mental disorder) turn.) Number Encountered: Solitary, summoned Mirror Imp Environments: Wherever there are mirrors or glass in Size: small sufficient amount, as well as the required magical HP: 3/10 ambiance to create them Armor:2/10 Loot: Speed: Fast • None Attacks: • Glass Claws (3/10 damage) Mirror Devil • Twisted Shards (Ranged, 6/10 damage, requires Size: Medium broken mirror.) HP: 5/10 Special Qualities: Armor (Dodge): 8/10 • mirror walk (treat all nearby mirrors as a Attacks: network of portals) • Glass Talons (7/10 damage) • shatter (when taking damage, may "shatter" • Shard Volley (6/10 damage, ranged) and reform nearby, does not prevent damage) Special Qualities: Number Encountered: Plague (3-5) • Mimic (Can alter its appearance into that of any Environment: Twisted Reflection, areas with several humanoid of its choice, so long as it's close to mirrors the same size.) Loot: • Reflective Thought (Can skim thoughts via eye • Shiny objects picked up through mirror contact, requires uninterrupted eye contact for at least 1 minute.) • Spellcaster (As medium-high level Wizard, with focus on disguise, charm, and summoning Glass Elemental spells. Can only cast if there is a nearby mirror Size: Small-gargantuan (depending on amount of to cast through.) available material) Number Encountered: Solitary, or with 3-5 Mirror Imps. HP :5/10 (Increases with size) Environments: Twisted Reflection Armor: 4/10 Speed: Slow Attacks: Pumpkin Dragon • Glass Hail (5/10 damage) Size: Large • Glass Fist (Only usable in Humanoid Form, HP: 8/10 7/10 damage.) Armor: 6/10 • Glass Rush (Only usable in Amorphous Form, Speed: Slow, Glacial (Burrow Speed), Medium (Swim deals 5/10 damage as charge to everything it Speed) touches during charge) Attacks: Special Qualities: • Bite (4/10) • Form Change (Can swap between two separate • Vine Smack (2/10, Reflex save or be grappled) forms, one humanoid with the capacity for fine • Seed Breath (6/10 Fire in a 45 foot cone, damaged targets take an additional 1/10 Fire • Cursed Mist Breath (2/10 damage in cone, damage from Sticky Seeds stuck to them) victims can't crit until treated with magic. Goes Special Qualities: on cooldown for a few turns. Older leeches can • Buoyant (Does not sink in water, instead bobs inflict random curses too) on top due to their hollow pumpkin insides) Special Qualities: • Regeneration (Naturally heals 1/10 HP every • Misfortune Immunity (Immune to magical turn) effects that would directly affect its fortunes) Numbers Encountered: Solitary • Tremorsense Environment: Pumpkin patches • Cursesense (can detect curses on those around it Loot: and will try to spray acid so it can eat the curse. • Large Pumpkin Common curses can be lifted this way, but not • Dragon Heart severe ones.) • Roasted Pumpkin Seeds Number Encountered: Solitary, Colony (6-24) Metallurgic Mantis Environment: Deep swamps, tribal lands (domesticated) Size: Medium Loot: HP: 3/10 • Fortune Acid (Slight damage, temporarily Armor: 3/10 prevents critical failure) Speed: medium (fast, flying) Attack: Name: Tide Conscript • claw (3/10, grapple) Size: Medium • bite (3/10 piercing, 4/10 burning) HP: 10/10 decreasing Special Qualities: Armor: 0/10 • excrete metal (reaction, the mantis excretes Speed: Fast metal around it as it turns a statue. All creatures Attacks: within 5ft of the Mantis must make a CON save • Phase Across (3/10 damage, moves through) or be turned into either a copper, platinum, iron, • Watery Smash (6/10 damage) gold, nickel, tungsten, or steel statue as if Special Qualities: petrified along with the mantis. This can be • The Tide Moves (Tide Conscripts don't attack cured by the same means that can cure normal unless something is in his immediate path. He petrification) would rather phase his liquid mass over the Number encountered: congregation (4-24) obstacle doing mild pressure damage. If environment: forests, mountain, and caves with mantis somehow contained/stopped, will go on a made temples dedicated to the children deities of the frenzy and attack until the obstacle is goddess of metallurgy and the god of nature. dead/destroyed, and continue on his path) loot: • Low Tide (Tide Conscripts lose 1/10 HP for • mantis claws (uncommon, weapon) every minute/hour/day (Depending on number • metal excretion gland (valuable, has either encountered) that it is not on the Sea.) liquid copper, platinum, iron, gold, nickel, Number Encountered: 4-5 (lasting minutes), 2 (lasting tungsten, or steel that can be extracted. This hours), 1 (lasting day) gland is fragile and requires a high skill check Environment: Coastal to harvest it). Loot: • Crystallized Water (Valuable)

Feliciphage Size: Medium Name: Tidal Riot HP: 3/10 Size: Gargantuan Armor: 2/10 HP: 120/10 Speed: Average Armor: 0/10 Attacks: Speed: Extreme • Distilling Acid Spray (0.5/10 damage, prevents Attacks: target from critically failing for 8 hours) • Crushing Blow (9/10 damage, moves through) Special Qualities: enchantments) • Unnatural Disaster (Treat Tidal Riot as a natural giant wave phenomenon that can't be defeated. Rather, as his mass is made of thousands Tide Gentleman Conscripts dissolving, it is only a matter of time Medium Size until it disappears (1/HP per turn/minutes, use HP: 5/10 the appropriate time until it crosses over 1 big Armor: 2/10 natural armor city)) Speed: Fast, • Flow Through (Doesn't have the inertia of real Attack: giant waves, phasing over buildings and people • Twin Claws (5/10 damage, 8/10 if the target is will damage them, but does not push them with unprepared for the attack) it. Anything harder than concrete/rock (or 9/10 armor) is not affected by the crushing.) Special Qualities: Number Encountered: Solitary • Gentleman's Guise(Can assume the appearance Environment: Coastal of any former victim by wearing their skin. Loot: changing skins takes one minute and a • An adult naked primal being, of the oldest gentleman is reduced to 0/10 armor until the humanoid race on the setting/world. change is complete.) Number Encountered: Usually one, rarely pairs or Spherical Cow groups of 3 to 4 Size: Large Environment: Any road HP: 5/10 Loot: Armor: 8/10 • small amounts of money Speed: Medium • small trinkets taken from previous victims Attacks: • Vacuum Generation: Crush (Creatures in a 20 ft. sphere make a Reflex save or be pulled towards Pompatoad a concentrated point as pressure rapidly Size: Small increases in a location, dealing 9/10 damage andHP: 4/10 reducing creatures killed by this attack to a Armor: 4/10 bloody mist) Speed: Medium • Vacuum Generation: Burst (Creatures in a 20 ft. Attacks: Slime Launch (1/10 Acidic, Constitution save sphere make a Reflex save or be pushed 15 ft. or be Paralyzed for 30 seconds), Bash (2/10 + The away from a selected point, taking 3/10 damage of whatever object they have attached to them damage. Spherical Cows are not damaged by at that time) this attack) Special Qualities: Sticky (Upon hitting a Pompatoad Special Qualities: with a melee attack, make a Reflex save, on failure • Magical Sense (Spherical Cows can sense whatever object you used to hit the Pompatoad is now magical objects and magical energy within 500 stuck to their slimy body, which they will then bash into ft. of the Spherical Cow) foes) • Magical Osmosis (Spherical Cows absorb weak Numbers Encountered: Small Gangs (3-5) up to Pomp magic and other forms of energy to heal Mafias (20-50) themselves, be it excess energy from portals and holes to other planes or Spells below 5th level, Sentient Boomerang Blade Spherical Cows are utterly unaffected and use Size: Small the energy to heal themselves) HP: 2/10 • Astral Entity (Resistant to attacks from Armor: 5/10 nonmagical weapons) Speed: None Numbers Encountered: Herd (10-20) Attack: Environment: Astral Plane • Boomerang Toss (4/10 damage against each Loot: target it hits while in flight. This attack power • Void Dust (Used to create powerful anti-magic may be increased by any property or statistics of the wielder that would increase the power of a level thoughts) regular thrown boomerang.) • Specialists (Brainiacs are the only creatures that Special Qualities: can pilot their spacecraft naturally using their • Bouncing Blade (When thrown by a wielder, it psionic abilities, any other psionics user can hit up to four targets of the wielder's choice requiring hefty attunement and training over the within 30ft of the wielder before returning to span of a month to learn to pilot a craft to any the wielder's hand, dealing moderate damage on level of aptitude) each hit. This all takes place on the wielder's Numbers Encountered: Away Team (4-10) turn. Otherwise, it acts as a normal boomerang.) Environment: Near Farmland (particularly farmland with large crop fields or cow pastures), mountains • Selective (The wielder must have at least 8/10 Loot: dexterity or they will take 4/10 damage both • Sparkler Pistol (Functions exactly the same as when throwing or catching the boomerang. how it's shown with the Brainiacs, can only be Wearing leather gloves will lower the used by an individual with psionic abilities) requirement to 7/10 dexterity, and wearing metal gloves will lower it to 5/10 dexterity. Artificial Living Building However, throwing or catching the boomerang Gargantuan size (at least 20ftx20ftx10ft, at max with metal gloves creates a loud metallic 30ftx30ftx40ft), the legs add 20ft of height when screech.) extended. Number Encountered: One per wielder, perhaps two. HP: Depends on construction, usually 9/10. The legs Environment: Wizard's dungeons, the hands of assassins have 4/10 HP each. and mercenaries. Armor: Depends on material, usually 8/10. The legs Loot: have 4/10 armor each. • Itself. Speed: Fast, but can only move for a certain amount of time before it rests for 100 times the amount of time it Brain Maniac moved. The minimum amount of time it can move is 1 Size: Small minute, and the maximum amount of time is 1 hour. HP: 2/10 Attack: Armor: 1/10 • Stride (1/10 damage, while walking) Speed: Medium, (Fly speed via Levitation) Slow • Crash (Drop onto creatures underneath it to do Attacks: 10/10 damage) • Brain Blast (1/10 psychic damage at a range of Special Qualities: 30 ft., Will save or Intelligence is dropped to 1 • Pilot's Seat (The artificial Living Building has and the target becomes mind controlled by the one place inside of it in which an intelligent Brainiac Maniac for 1 hour) creature can sit and pilot the building as if it • Telekinesis (Lift up to 100 pounds of inorganic was their own body.) material), Sparkler Pistol (3/10 Fire damage at a • Powered (The artificial Living Building can range of 30 ft., blinds targets upon hit to allow only move if it has a large power source giving for quick escapes) it energy.) • Mind Probe (Can only be performed on a Number Encountered: Usually one, though multiple can creature under the effects of a Brain Blast. be made. Learns 1 mental ability, such as a proficiency, a Environment: Anywhere on the ground. memory of an event, or a spell that the Loot: individual knows for 24 hours. Can learn it • Whatever is inside of it. permanently by transferring the knowledge to a Central Computer on their ship) Sentient Living Building Special Qualities: Gargantuan-er size (at least 50ftx50ftx20ft, at max • Telepaths (Brainiac Maniacs are masters of 300ftx300ftx100ft), the legs add 40ft of height when psionics, and can detect organisms with a brain extended or brain-like organ within 200 feet of them. HP: 20/10. The legs have 4/10 HP each. They know the location of the targets and can Armor: 10/10. The legs have 4/10 armor each. focus on an individual to learn their surface Speed: Slow, but can only move for a certain amount of time before it rests for 10,000 times the amount of time volcanic tropical islands with a single, great volcano in it moved. The minimum amount of time it can move is the middle 30 minutes, and the maximum amount of time is 10 Loot: hours. • Tikis Attack: • Tribal-Crafted Golem Core • Greater Stride (3/10 damage while walking) • Greater Crash (30/10 damage to things directly underneath it by dropping down) Lepusian Special Qualities: Size: Small • Mass Pilot (The Sentient Living Building can HP: 1/10 only function if it has at least 30 intelligent Armor (Dodge): 4/10 creatures within it giving it energy.) Speed: Fast, (Burrow Speed) Slow • Doors and Windows (Can alter its inside Attacks: structure at will to create walls, doorways, • Stolen Weapon (Roll for a Random weapon or floors, ceilings, hidden pitfalls, crushing walls, tool the Lepusians could have stolen, they use etc.) that to attack) • House of Mirrors (A sufficiently large and well- • Melt Snails (1/10 acid, Reflex save or target powered Sentient Living Building can create takes 1/10 acid damage for 3 turns, or until they within itself visual and audible illusions, pass the Reflex save) antimagic fields, telekinetic effects, alternate Special Qualities: gravity and localized vacuums within specific • Keen Hearing (Have advantage on checks rooms, teleportation fields, healing circles, involving hearing) potent magnetic fields, auras that prevent • Fleet-Footed (Gain an additional +2/10 to their interplanar travel, auras that block resurrection, Armor [Dodge] after moving their full and more.) movement ) Number Encountered: Solitary Numbers Encountered: Scout Party (5-20) to Invasion Environment: Anywhere on the ground. Force (20-50) Loot: Environment: Grassy Plains, Forests, and Rolling Hills • Whatever is inside of it. Loot: • Assorted junk and crops looted from village Tiki Golem • small amount of gold Size: Large HP: 6/10 The Voiceless Armor: 8/10 Size: medium Speed: Slow HP: 3/10 Attacks: Armor: 2/10 (dodge) • Bash (3/10 damage) Speed: normal (hover) • Fire Breath (20 ft. cone from the Tiki's mouth, Attacks: deals 6/10 fire damage) • Claw (3/10 grapple) Special Qualities: Special Qualities: • Soul Cauldron (Contains the souls and collected • incorporeal movement (can move through any knowledge of hundreds of ancestors, but cannot solid object but takes damage if stays in solid be understood without taking a specialized drug object) as part of an ancient magical ritual) • steal voice (when creature speaks within • Family-Oriented (A Tiki Golem's strength is medium radius of the Voiceless must make save determined by their tribe's health, and their or lose it’s ability to speak. Casters that lose damage, HP, and Armor will weaken the more their voice this way cannot cast verbal spells unhappy, fearful, or sick the tribe they protects and the voiceless can cast them as if they were is. If the tribe is outright destroyed, the Tiki it’s own) Golem is instantly killed) • Maddened Gibbering (when the Voiceless Numbers Encountered: Solitary speaks, creatures within medium radius must Environment: The Peridot Isles, an archipelago of succeed save or lose 1d4 from wisdom score. A creature dies when its wisdom score is reduced attaining enlightenment, it’ll spin a silk cocoon to 0). and metamorphosis into something. Nobody’s Number Encountered: solitary or 2-4 pack. seen an adult yet. ) Environment: any but holy ground. Numbers Encountered: Solitary Loot: Environment: Mushroom Forests, 'Pockets of • stolen voice (only if slain or if wrong done to it Wonderland' (Locations where the Wonderland was fixed within 24 hours, otherwise a stolen demiplane has leaked into the Mortal Realm) voice can only be returned by the equivalent of Loot: a greater restoration or wish spell) • Wonderlandian Hookah (Acts as a powerful • ghost ectoplasm (valuable, spell component) arcane focus, and allows for the casting of Astral Projection, Detect Good and Evil, and Dirge spirit Augury once per day each without requiring Size: Medium any material components outside of Wonderland HP: 5/10 Hemp-shrooms, all material components for all Armor (Dodge): 4/10 spells cast with the Wonderlandian Hookah Speed: Medium being replaced with Wonderland Hemp- Attacks: Shrooms. However, the Hemp-Shrooms are • Spectral Touch (4/10 damage, ignores armor) required when casting all spells, and every spell Special Abilities: consumes a quarter of a pound of the stuff. If • Dance of the dead (Raises and empowers the Hookah doesn't have any Hemp-shrooms in nearby undead through it's music, has debuffing it, it cannot be used to cast any spells) effect on the living, types of effects depends on • 1/4 to 5 pounds of Wonderland Hemp-Shrooms type of songs being played) • Large amount of gold and books • Necromantic Potency (Casts spells as medium- high level necromancer, with focus on buffs for undead, debuffs, illusions, and fear spells) Number Encountered: Solitary, or parade (3-4 with 10- Quantorg 30 lesser undead) Size: Large Environments: Grave sites near civilization HP: 8/10 Frequency: Rare Armor 5/10 Loot: Speed: Normal • Ectoplasm Attacks: • Greatclub (7/10 damage) Wonderlandian Ulgurstasta • Hurl Bolder (6/10 damage at range) Size: Gargantuan Special Qualities: HP: 9/10 • Quantum Ogre (As long as both the quantorg Armor: 3/10 and a target location remain unobserved, the Speed: Glacial quantorg can freely teleport between the two Attacks: locations) • Tail Whip (2/10) • Dimensional flicking (Does not provoke attacks of opportunity or similar abilities, can teleport Special Qualities: short distances) • Spellcaster (Wonderlandian Ulgurstasta are 18thNumber Encountered: Solitary level Wizards, and have access to all spells that Environments: any with regular ogres a Wizard of that level would have) Frequency: very rare • Spirit Anchor (Individuals killed by or in an Loot: area around the Ulgurstasta become Ghosts and • As regular ogre become trapped inside of the Ulgurstasta's hookah, falling under the Ulgurstasta's Mashberry Monstrosity telepathic control, and cannot be revived) HP: 6/10 • Larval State (Additionally, They are all Armor 6/10 immature larva. If one ever actually succeeds in Speed: Normal Attacks: hurls it at a nearby target. If the gobbet hits, it • Thrashing Arms (Attacks 1d8 times, 3/10 deals 2/10 damage and the player must make a damage) save or contract a disease that will kill them in • Headbutt (5/10 damage) 11 days unless they find a cure. ) Special Qualities: Number Encountered: Swarm (3-15) • Acid Blood (When this creature is damaged all Environment: Any with recent plague creatures within 5 feet of the creature must Loot: make a dexterity saving throw or be doused in • Damselfly Flesh (Toxic, can be used as flesh consuming blood and take 5/10 acid projectile as above) damage.) • Cone of Stupidity (When threatened the Libgon Mashberry Monstrosity projects a cone of mind Size: Small numbing properties in a 80 foot diameter. This HP: 4/10 attack drains 2 points of Intelligence when it Armor (Dodge): 4/10 hits unless a difficult saving throw is made). Speed: Fast • Strength Siphoning Spit (The Mashberry Attacks: Monstrosity hurls a globule of foaming viscous • Unstable Touch (Random damage) spit containing a potent muscle relaxant from • Chaos Bolt (1d3 random damage ranged shots) it’s misbegotten maw. When a creature is hit Special Qualities: with this attack the player loses 3 points of • Trickster God's Curse (When taking damage strength.) that damage may sometimes be redirected to a (Lost points come back at a rate of 1 per hour) random target, another random target receives • Magical Piercing (65% Immunity to Magic healing Resistance effects) when attacked, attacker may suffer ill effects if Number Encountered: Solitary or mating pair they fail a save/test/whatever, the effects depend Environment: Forests, areas with ambient arcane magic on the type of save, which is determined or near areas like that randomly.) Loot: Number Encountered: Solitary • Mashberry Fruit (Valuable, magical) Environments: Plains, forests, mountains Loot: This creature is a Large mammalian bipedal covered in • Random selection of small trinkets coarse fur and looks like a beaver with a bears body and • One random wondrous item ape like arms. It walks as a bipedal should on webbed feet. It has large bush growing on it’s back, covered in Pelagithid fuzzy gold fruit. It skin appears to throb and pulse Size: Huge constantly, (the vines of the bush dig in and spread HP: 8/10 throughout the beasts body.). It attacks with large Armor: 3/10 curved ram horns on its head. After head butting Speed: Fast something into submission it will attempt to smash and Attacks: bite the creature it is attacking. It will always attempt to • Barbed Hooks (4/10 damage, hooks close) attack the hardiest and toughest foe first. It looks for • Barbed Bite (6/10 damage, bleeds) potential mates in the wild. • Tendril Bore (1/10 damage, save vs grapple, if grappled deals 9/10 damage and extracts brain Distressed Damselfly next turn) HP: 3/10 Special Qualities: Armor (Dodge): 6/10 • Psionic Might (Psychic abilities as high level Attacks: psion, but without finesse. Themed with the sea • Claw (3/10 damage) and darkness.) • Diseased Flesh (See below) • Fractured Mind (Passively casts psionic cantrips Special Qualities: at random) • Diseased Flesh (The Distressed Damselfly rips Number Encountered: Solitary off a gobbet of flesh from it’s own body and Environment: Ocean, subterranean seas Loot: Speed: Slow, (Swim Speed) Fast • Sunken treasure hordes Attacks: • Tentacle (1/10) Shade Tree • Ink (Ranged attack, target makes a Reflex save Size: Large or becomes blinded for a turn) HP: 4/10 Special Qualities: Armor: 5/10 • Amphibious (Can breath both underwater and Speed: Medium on land) Attacks: • Eldritch Eye (Can see through illusions and can • Amalgam Attacks (Pick 1-3 attacks from any detect magic items based on sight. Is naturally creature in the Fae, Beast, Plant, or Undead drawn to magical items, often playing with [Ghost or Spirit] categories, that is what the them) Shade Tree is merged with) Numbers Encountered: Solitary as familiars, rarely • Phase Shift (Can phase shift itself and one other found in pods of 5-10 in the wild target to a plane of the Shade Tree's choice, Environment: Warlock and Wizard labs, rarely found typically the soul it's transporting. It has to wild around sites associated with Elder Gods, such as touch the target, and if a creature does not want portals or ruins to shift it can make a Will save to resist, upon Loot: failure being sent to whatever plane the Shade • Cat Ink (Naturally produced by the Cthulico, Tree wishes) often used to write tomes and scrolls by • Wail of Sorrow (Creatures within 120 ft. of the spellcasters) Shade Tree make a Will save, or be overcome with Sadness for 3 turns, unable to perform any Knightmare harming actions or move during this time as the Size: Medium fall to the floor in tears) HP: 4/10 Special Qualities: Armor: 7/10 • Shade (Immune to nonmagical weapons, can Speed: Slow only be harmed by enchanted or silvered Attacks: weapons) • Dream Weapon (Based on the last dream that it • Courier of the Damned (Targets that die within devoured, deals additional 3/10 psychic 500 ft. of the Shade Tree become a Ghost, damage, and adds a 'sleep' counter to the target cannot be revived, and are compelled to follow upon hit. If the Knightmare hits a target a the Shade Tree as it takes them into the number of times equal to half of their afterlife) Constitution, the target falls asleep for 1 minute. • Being of Pity (Animals, Plants, Fae and Any time the target is damaged while asleep, Undead, no matter the alignment, refuse to they can make a Will save to attempt to wake up harm the Shade Tree, even when mind early) controlled to do so, in respect of its great • Dream Eater (Can only be used on sleeping burden) targets. Deals 1/10 psychic damage to a target Numbers Encountered: Solitary without disturbing their sleep, and heals Environment: Forests that have undergone a great Knightmare by the same amount) tragedy, such as a plague, a curse, a great wildfire, Special Qualities: heavy loss due to overlogging or pollution, etc., and • Ooze Physique (If a Knightmare is hit with a occasionally any of the various Afterlife planes such as Slicing weapon that deals a high enough Hell or Valhalla amount of damage, it will split into 2 Small Loot: Knightmares with half of a Standard • None Knightmare's HP and Damage. It additionally can squeeze into extremely small holes when Cthulico not in it's armored form) Size: Tiny • Psychic Anomaly (Immune to psychic damage, HP: 1/10 and can sense Psionic-users and sleeping Armor: 1/10 individuald within 500 ft. of the Knightmare) Numbers Encountered: Solitary Numbers Encountered: Solitary Locations: Near populated areas like cities, towns, or Environment: Caves, abandoned mineshafts, farm houses underground ruins, labyrinths Loot: Loot: • Knightmare Scales (Can be used to make • Snail Scales (Can be made into Snail Mail, a durable armor) sticky, flexible armor equivalent to Bronze in • Dream Essence (Enhances Psionics, can be durability) distilled to act as a sleep aide, granting good • Snail Lung Pouch (used to make Dwarvish bag dreams) pipes)

Abyssal Titan Size: Gargantuan Bottomless Feeders are omnivores that dwell inside of Armor: 10/10 caverns and similarly wet, dark places, using their Toughness: 10/10 powerful suction ability to pull algae off of cave walls Agility: 4/10 and yank bats out of the air to eat. Mental: 1/10 These slow-moving goliaths dominate cave systems Abilities: they inhabit, and have proven to be a major pest for Regeneration - heals a moderate amount of damage dwarves and similar cave residents, devouring crop every turn fields, eating livestock, and even destroying the homes Environments: Ocean, coastal of some farmers when driven into a rage. Frequency: extremely rare Being very territorial, Bottomless Feeders will defend a Attacks: cave system they have claimed to the death, an Slam especially big problem due to their tendecy to claim DMG 10/10 dwarven mineshafts as their new homes, many a miner Broadside (era appropriate weaponry) being ripped to shreds by the beast when their digging DMG 10/10 awakened the beast from their slumber on cave ceilings, Spellcasting: none causing them to drop down for an ambush.

Bottomless Feeder Name: Cinnamon Dragon Size: Large Size: Huge HP: 5/10 HP: As basilisk (6/10) but deteriorates with age. Armor: 5/10 Armor: 5/10 Speed: Slow, (Fly Speed) Glacial Speed: Fast/Extreme Attacks: Attacks: • Chomp (5/10 damage) • Claw (5/10 damage) • Suction (creates a sucking vortex with a 20 foot • Tail Whip (4/10 damage, knocks prone) cone, drawing creatures that fail a reflex save • Cinnamon Breath (3/10 damage, cone, save vs into his jaws. They become grappled and he can choking) immediately perform a Chomp attack as a Special Qualities: bonus action) • Wild Empathy (Can communicate with • Pseudopod Slam (Swings upper portion of slug animals.) body at foes or drops down onto them from • Horse Lord (Considered non-hostile to horses flight, 2/10 damage and reflex save, or target is unless directly attacking them.) knocked prone) • Wild and Free (Sneaks and has escape artist Special Qualities: skills as a high level rogue.) • Weakness Detector (Can sense injured, ill, or otherwise weakened prey from over 500 feet Number Encountered: Singular away) Environment: Plains, Pastures, farms and untouched • Gripping Feet (Allows the Bottomless Feeder to wilds climb up vertical and horizontal surfaces with Loot: ease, even able to sleep upside down hanging • Undiscovered from the ceiling) A rare yet undiscovered Dragon that often finds itself angered, this ability instead lays a curse on living amongst horses in the wild- if provoked, it will those who fail the will save, damning them to attempt to flee, rather than fight- it is unknown if there never prosper. They will become infertile and are many cinnamon dragons of if they're a part of a any attempts to grow anything for 10 years will greater brood, and it is unknown if they even exist. It is prove fruitless) presumed that the horses they graze alongside are • Bite (1/10, target makes a will save or forgets protected by the dragon in some shape or form. ever encountering the Harvestman, and will not consciously recognize seeing a Harvestman for 1 hour) Chimney Dragon Special Qualities: Size: Tiny • Weave-Walker (The Harvestmen walk on the HP: 2/10 Weave, conceptual entities that exist outside of Armor: 3/10 the mortal plains, the physical forms that are Speed: slow (walking) above average (flying) interacted with being merely an avatar of them Attacks: in the mortal world. Harming or killing a • Bite (2/10 damage) Harvestman's avatar in the mortal plains does • Claws (1/10 damage) not actually harm the real Harvestman at all, Special Qualities: though killing one does keep them from • Smoke inhalation (can suck up nonmagical gas forming a physical body anywhere within 13 and smoke without any negative effects) miles of the spot the representative was killed • Breath weapon (can breath out either a gust of for 100 years) wind (no damage), or a cloud of choking smoke • Hey Little Songbird (A Harvestman can sense and cinders (1/10 damage)) both deep misfortune and the presence of Number Encountered: Solitary, or mated pair pumpkins through the Weave, and are naturally Environment: Suburban and rural houses drawn to both. Pumpkins heal Harvestmen's Loot: avatars, making them very valuable as the only • Hide (Enough for dragonskin buckler) places they can naturally draw power from in • 50% chance of having some incidental stolen the Mortal Realm) shinies • Wishmaster (Can cast the spell Wish without any material components or necessary A dragon in miniature, with ruddy red scales and beady, requirements, but it can only be cast in regards glowing eyes emerges from the darkness. It opens its to a deal or transaction that the Harvestman and tiny maw, and a cloud of choking smoke pours forth, at least one other party agreed on. The spell obscuring your vision. must also benefit the other person, and fulfill both the spirit and word of the agreement) Numbers Encountered: Solitary Harvestman Environment: Farmlands, Dusty Roads between towns Size: Medium (Always appear taller than the one they're Loot: None dealing with) HP: 4/10 Boggart Armor: 7/10 Size: Medium (around 200-230 cm tall) Speed: Fast HP: 7/10 Attacks: Armor: 4/10 • Claw (2/10, target makes a will save or have Speed: Medium something taken from their minds, be it an Attacks: emotion, a memory, or something more • Obsidian Sword (6/10 damage) abstract. Things taken using this method are • Cursed Dance (1/10 damage, inflicts curse, see stored as small black eggs, and can theoretically below) be reclaimed if broken open and the contents Special Qualities: are eaten by the original target. If the egg isn't • Fey Immortality (When killed or completely broken for 1 week, it hatches later as a fully destroyed, a new boggart will grow from the grown Harvestman. If the Harvestman is closest mire or swamp within 1d4 weeks, and take 2d6 months to regrow to full adult size) Medicant will automatically shut down if hit by • Fire Weakness: Boggart takes double damage a lightning attack that damages them for more from fire attacks, and cannot use its action to than half of their current health.) douse flames. Number Encountered: 1-2 • Boggart's Curse (The Boggart's mask has the Environment: Cities power to make people dance an erratic jig. Non-Loot: fey creatures that stare into the masks's eyes • Sleeping Gas Canister while it is being worn (for about 5-10 seconds) • Poison Syringe will be overcome by an irresistible urge to • Red Glass dance that can last for up to one hour. The • Medium Wheel 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 Name: Ichtogryphon when the wearer is in the most danger. Size: Small to Medium "Dancing" in this case means dancing on the HP: 1/10 to 4/10 spot, full body dance, unable to do anything Armor: 1/10 to 2/10 else) Speed: Medium/Fast Number Encountered: 2-8 Attacks: Environment: Forest, swamp, temperate rainforest • Nibble (1/10, for smaller/younger ones) Loot: • Bite (up to 3/10 may make a nasty wound due • Obsidian Sword to serrated teeth) • Boggart Mask (Cursed, see above) Special Qualities: • Amphibious (Mainly aquatic, but able to stay on land for up to few hours, depending on age. Can Malfunctioning Medicant breathe both on land and in water but needs Size: Medium (can seat any one medium creature that is moisture.) not also a Malfunctioning Medicant) • Gliding Wings (Cannot fly but able to glide for HP: 3/10 up to 10 seconds, and more if bounced off water Armor: 6/10 again. Able to leap up to 7 feet (biggest ones). ) Speed: Fast (must travel in straight lines in 5-foot Number Encountered: In/near water smaller ones can be increments) found in schools. Bigger ones may school younger ones, Attacks: but mainly solitary. May be found in much larger groups • Injection (2/10 damage, creature must roll a when mating (in water, farther from the coast). save against being poisoned, paralyzed, or Environment: Anywhere with large pools of water both blinded, Malfunctioning Medicant's choice) seawater and freshwater depending on species (bigger • Incapacitating Agent (0/10 damage, the ones live in freshwater), and some lands. While some Malfunctioning Medicant expels gas in a 60- can live near human settlement, bigger species live in foot cone towards its desired target or targets. wild (for example mountain lakes). Organic creatures must make a save to avoid Loot: falling asleep. They sleep for 1 hour, and each • Food time they are hit they can repeat the save.) • Teeth and Scales that can be used for decoration • Bind Up (0/10 damage. A creature sitting on the Malfunctioning Medicant's seat is bound by Pale Horse tough leather straps. On subsequent turns, the Size: Large Malfunctioning Medicant can tighten the binds, HP: 5/10 dealing 5/10 damage. A bound creature can Armor: 3/10 attempt to escape on their turn). Speed: Fast Special Qualities: Attacks: • Limited Autonomy (The Malfunctioning • Buck (3/10 damage) Medicant runs for 1 hour and cannot self- • Snag (1/10 damage, target makes a Reflex save activate.) or is grappled) • Electricity Weakness (The Malfunctioning • Centaurian Bind (grappled targets only. Target takes 9/10 Necrotic damage, if dropped to 0 HP vision.) the target fuses with the Pale Horse. The Pale Special Qualities Horse gains the mental stats, proficiencies, and • Mirror of Night (Tezcatlipoca will recover a languages of the creature it binds to itself, as portion of his life force every round while well as all of the target's memories) active at night.) Special Qualities: • Sleeping Sun (Tezcatlipoca turns to stone in • Till Death Do Us Part (If a Pale Horse is killed daylight, becoming immobile and invulnerable while bound to a host, the host will die as well to most forms of damage.) as the Pale Horse ruptures their brain. The only Divine Immunities (Tezcatlipoca is immune to way to unbind a Pale Horse from its host poison and fire attacks, and immune to without killing the host is to use an 18th level conditions that would prevent him from acting Turn Undead or similar powerful anti-Undead or moving. He resists poisoning.) Holy spell on the Pale Horse, forcing it to drop the host. However, if a host is held by a Pale Number Encountered: Solitary Horse for more than a month, the will Environment: Tropical jungle, ancient ruins permanently fuse together and can only be Loot: separated with a Wish spell) • Golden Ornamentation (Valuable) • Undead Cunning (While they require a host to • Icon of Tezcatlipoca (Valuable, usable as reach human-like levels of cognition, being clerical focus) 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 An idol built in the image of a god lost to time, individuals who approach to examine them, Tezcatlipoca wanders the haunted grounds where his binding to them) ancient worshippers left him tribute. Embittered by Numbers Encountered: Herds (5-10), will often join years of neglect, when he wakes he hunts any living larger herds of bound Pale Horses afterwards beings he can find to collect their souls and bring Environment: Before binding Graveyards, Ruined prominence to the god he represents. Barns, Roadsides, similar places horse corpses can be found. After binding, forests and plains, typically in the Swolesquatch service of a larger evil entity Size: Huge Loot: HP: 8/10 Armor: 5/10 • Any loot their host would have Speed: Fast Attacks: Tezcatlipoca • Strong Arm (5/10 damage) Size: Gargantuan HP: 9/10 • Boulder Toss (7/10 damage, Ranged) Armor: 8/10 Special Qualities: Speed: Normal • Moss Walk (Can teleport through Moss Clumps Attacks: stuck to trees, clumps of leaf litter, and various • Serpent Bite (6/10 damage, if creature is large other piles of natural debris to other piles for or smaller, must succeed on a save against quick movement throughout its forest) poison AND a save against being swallowed) Nature Guardian (Can sense the movement of • Beast Rake (8/10 damage, creature must make a all living creatures inside of a forest/section of save against being knocked prone) forest it has claimed) • Entrancing Gleam (0/10 damage, creatures • Friend to all Creatures (A Swolesquatch can within 60 feet of Tezcatlipoca must save against naturally speak to all animals) being mesmerized by his gilded visage) • Immortal Defender (A Swolesquatch cannot be • Smog Breath (3/10 damage, and casts a pall of killed as long as its forest is still healthy, darkness in a 120-foot cone originating from regenerating at full health inside of the heart of Tezcatlipoca. The darkness is a fog and cannot a forest it has claimed 1d4 days later) be seen through with ordinary or magical night Numbers Encountered: Solitary Environment: Forests, Groves, Woods, etc Loot: • Unnerving Laugh (uses the vicious mockery • Carnation Aeternum (Magical flower cantrip as a bonus action) representing the eternal life of the forest. If a Number Encountered: Group as minimal as 2 up to 12, target wearing the flower is killed, they will nesting in high places. come back to life in 24 hours as the life energy Environment: Islands or tropical forests. transfers into them) Loot: • Acidic fecal matter (could be transforemed into A gigantic, muscled humanoid stands between the trees, a vial of acid with the help of an alchemist kit) nearly thrice the height of an average man. It's body is • Food (if prepared with the acid removed from coated in a thick chesnut fur, save for its eyes which the body) peer out with an intelligent gleam from the veil of its face. It stares at you, eye to eye with a gaze of judgment The Tupaks are a particular species of birds that subsist and apprehension. When you blink, it is gone, the only in only a few islands in the world, primarly because thing left to mark its presence being a fallen carnation their main substenance, the Feishi berries, have for now petal. only grown on a few islands. While still having the intellect of a regular animal, this species of bird seems Pantherox to at least recognize when an individual is in distress, Size: large which brings them amusement. Many were the cases of HP: 4/10 adventurers being lost in the jungle only to be found Armor: 2/10 weeks later as a corpse in foetal position, their hands Speed: Medium blocking their ears and partially dissolved via acid. Attacks: • Gore (6/10 damage) Name: Fire Sprites • Bite (5/10 damage, bleeds) Size: Small/Large/Huge • Buck (5/10 damage, stuns) HP: 2/10 Special Qualities: Armor: 2/10 • Night sight (Can see in low light and the dark) Speed: Fast • Confounding Steps (Creates fake trails, Attacks: preventing accurate tracking.) • Obsidian Spray (2/10 damage, short ranged) • Regeneration (Heals 2/10 HP per turn) Special Qualities: Numbers encountered: either a single one or a mating • Combination (Any four undamaged sprites may pair combine to form a larger version of themselves, Environment: Jungle, forests, etc a “greater sprite”. This enhanced version has all Loot: the hit points and attacks of the smaller sprites that make it up, but receives a +2 to armor and • Pantherox Horns and Hooves (Valuable its attack stat. 2. Four greater sprites (requiring 16 fire sprites) may combine to form a “grand A large panther like feline, with large horns for goring and backward hooves in the place of it's paws sprite”, keeping hit points, and receiving an additional +4 to armor and attacks. A Grand Sprite loses half of its attacks in this form, leaving it with only 8 attacks.) Tupak Number Encountered: Flock 2-7, Mob 8-15, Swarm 16- Size: Small 24 HP: 2/10 Environment: Volcanic zones Armor: 2/10 Loot: Speed: Medium Attacks: • Fire rubies (Valuable) • Beak (1/10 damage) • Claw (2/10 damage) “Resembling floating chunks of volcanic glass, Special Qualities: Fire Sprites thrive near volcanic zones, feeding • Acidic Fecal Matter(3/10 damage single target, off the abundant heat in the area. In order to 2/10 splash zone) reproduce, a Fire Sprite drains minerals from the area around it, until it is large enough to form a second identical body, which then breaksAce of Spades off and begins its new life. Fire Sprites are very Size: Large territorial, and combine when able to chase off HP: 5/10 any threat that enters their domain.” Armor: 9/10 Speed: (Hover Speed) Extreme Cancers Attacks: Size: Large HP: 6/10 • Brain Blast (1/10 psychic damage at a range of Armor: 7/10 30 ft., Will save or Intelligence is dropped to 1 Speed: Slow, (Flying Speed) Fast and the target becomes mind controlled by the Attacks: Ace of Spades for 1 hour) • Claw Crunch (4/10 damage, Target must make a • Telekinesis (Lift up to 250 lbs of inorganic Reflex save or have their armor reduced by 1) material) • Bite (6/10 damage) Special Quantities: • Cerebral Blend (Can only be performed on a • Spiked Shell (When a melee attack hits a target that has been subjected to a Brain Blast. Cancers, the attacker takes 1/10 damage) Deals 9/10 psychic damage and completely Numbers Encountered: Solitary, or occasionally a Flock absorbs all of the knowledge of a target, such as (2-10) their proficiencies, their memories, and any Environment: Ocean Cliffs knowledge-related abilities they have for 24 Loot: hours. Can transfer knowledge to a central • Chitinous Shell 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 Cancers are warped relatives of Griffons, ones that trade flammable objects on fire upon hit and blinds the elegant pride of their lion cousins for cold, cruel target) cunning and barbarism Created by the twin brother of the ancient mage that crafted the original griffons, Cancers are cruel monsters Special Qualities: that take glee in the suffering of others, ruthless scavengers and predators that soar along coasts to prey • Braniac Boss (Aces of Spades have all of the on travellers and weakened creatures special qualities of a regular Braniac Maniac, as Cancers are nearly impossible to raise, only willing to well as the following traits) obey the cruelest and most ambitious of masters. • Motherboard (Shares the knowledge of all Legend tells that the one who tames a Cancer is Maniac Braniacs it has under its control, and destined to become a Dark Lord can access any information they have acquired Cancers typically hunt for prey during the day by through a Mind Probe attack as long as they're soaring through the air until one of them spots a within 500 ft. of it) potential meal, be it a bloated carcass or a creature/group of creatures small and weak enough that • Bioluminescent (Ace of Spades naturally the whole group could kill them together. They then generates bright light from itself, a fact that it soar down and begin harassing the target with loud commonly uses as an intimidation tactic) squawking and hissing, preferring the taste of a fearful • Energy Absorber (Ace of Spades is naturally meal. resistant to magic and other forms of energetic They then attack the prey by battering them with their attack, and if it would take damage upon claws as they fly by or by dropping rocks and sticks passing a save to resist a magical or energetic gathered along the beach on them from above. They ability, it is instead healed by the amount it only descend to the ground to eat, where it becomes a would take as damage) 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. Numbers Encountered: Solitary • none (spirit) Environment: Brainiac Maniac ships, • whatever attacks and weapons they are carrying occasionally with Invasion Forces, very (body and vessel) rarely with Away Teams in cow pastures Special qualities: Loot: • Healing Hold (The body regenerates faster • Spade Exosuit (Powerful psionically-operated when on the vessel, even from horrific injuries. metal suit. Wearing it grants the Armor, Energy It also has extremely good control over the Absorber trait, and the Flare Beam attack. vessel's movement when driving it and can spot Requires several months of training to operate, even the smallest things "wrong" with it.) and can only be used by those with Psionic • Forgotten Time (The possessed body doesn't abilities) know it's being used like this, and considers the vessel simply it's "home" - and the spirit makes sure it stays this way.) Aces of Spades are the leaders of operations on other • Death Scar (If the spirit is killed, the vessel planets, shadowy generals that operate out of great becomes broken beyond repair and the body psionically-controlled battle suits suffers strong, but not necessarily fatal trauma. An Ace of Spades' Spade Suit is a marvel of technology The body can't really remember the time it and psionics, a heavily armored exoskeleton that spent being the vessel beyond a general feel. If protects them from all matters of potential harm that the body is killed first, the spirit will seek to moves like lightning and flows as natural as wearing possess any of the nearby ones, strongly nothing. On many planets in the mortal realm, an Ace preferring those with arcane abilities, turning of Spade eerily gliding along the battlefield, silent as them into new bodies for themselves if they the grave with the exception of the sound of the succeed. If the vessel is destroyed, the spirit crackling of fires it's deadly Flare Beams creates as it is ... kinda spirited away, leaving the body as illuminates the horrified faces of enemies, is a cause for traumatized as it would be if the spirit was immediate surrender killed. ) Typically only owned by nobility or gifted to high- Number encountered: unique ranking military officials, Spade Suits are as much a Environment: Whatever is typical for the body and status symbol as they are weapons of war. They are vessel. A ship or boat will be in maritime environment, often decorated with elaborate designs and colored a cart in civilised areas and so on. lights to further show them off, and further intimidate Loot: opponents • None Ace of Spades often lead invasion forces and search parties to Faerun for a number of reasons, either for the Kanikami glory of invasion, as part of a hunting party to kill Size: Huge creatures across the galaxy to bring back trophies, as HP: 0/10 (See Below) part of scientific investigations, or just so a bored noble Armor: 0/10 (See Below) can get a cheap thrill Speed: Slow Attacks: • Tidal Snip (3/10 damage, if hits causes Name: Possessing Vessel Drowning Deep) Sizes: small (the actual spirit) / at least small (the body) / larger than the body (the vessel) • Pelagic Sphere (5/10 damage in sphere around HP: 2/10-4/10 (spirit and body), 5+/10 (vessel) it, causes Drowning Deep.) Armor: 0/10 (spirit), whatever armor can be worn Special Qualities: (body), 2+/10 (vessel). • Totemic Form (The body of the Kanikami is a Speed: any, depending on the vessel. The spirit is non- projection made of seawater and divine power, moving, but is carried with the vessel. The body moves formed around a small totem of a crab. The with the normal speed for the humanoid, but can't leave Kanikami cannot be harmed, but will vanish the vicinity of the vessel for longer than a day or two when the totem is destroyed. It cannot move without suffering and eventually dying. more than a mile away from the totem.) Attacks: • Drowning Deep (Being hit causes your body to behave as if it's deep underwater. Treat Loot: character as swimming and use breathing rules, • none, but the effect continues emanating from even though they're on land. Lasts 2d8 turns per the dead goat for 8 hours hit) Number Encountered: Solitary or pantheon (4-10) Environment: Shorelines, grottoes Ooze Priestess Loot: Size: Medium • Divine Pearls (Valuable) HP: 4/10 • 1d6 crabs. Armor: 3/10 Speed: Slow Attacks: A massive crustacean formed of rushing seawater and • Pseudopod (1/10 acid, target makes a Reflex flotsam clacks towards you, floating across the sand. Save or is pulled into the same space as an Ooze It's body fades between transparent and opaque, with Priestess and becomes Grappled) fish and crabs floating inside its mass. Where it touches, • Convert (Only works on targets sharing the the sand floats and drifts as if pulled by an unseen tide. same space as an Ooze Priestess. The target and the Ooze Priestess make conflicting Strength Kanikami are created by fishing villages and seaside checks. If the Ooze Priestess loses, the target is communities, worshiping the gods of the sea. An forced out of the Ooze Priestess and the Ooze ambient amount of belief towards the sea will Priestess takes 1/10 damage. However, if the eventually form a small totem of flotsam and pearls, and Ooze Priestess succeeds, the target has a small from that totem a Kanikami will emerge and begin to portion of the Ooze Priestess implanted in them, wander its surroundings. Invulnerable unless their totem and they become afflicted with the Curse of the is destroyed, the Kanikami make excellent and powerful Follower. The Curse of the follower slowly guardians against pirates and other dangers, and so are turns the afflicted into another Ooze Priestess, often worshiped and sacrificed to by the communities taking about 10 days. The cursed target begins that have spawned them. The touch of a Kanikami to lose a random proficiency/portion of their imparts the might and power of the ocean, causing those memory every day. Their skin peels off as their it harms to drown on dry land, as they float in the air. internals transform into ooze, dealing 1/10 acid damage per day and preventing HP recovery of Unnerving Goat (or Goat, Unnerving) any kind. When a target under this effect dies, Size: small they are reduces to a puddle of sludge and are HP: 1/10 reborn 24 hours later as a fully formed Ooze Armor: 1/10 Priestess, vaguely resembling their old self and Speed: medium hopelessly devoted to serving Juiblex or one of Attacks: his 4 Princes) • Headbutt (2/10, but not normally aggressive) Special Qualities: Special Qualities: • Church of Juiblex (The Ooze Priestess is a 10th • Unnerving Aura (A sense of deep unease haunts level Cleric, and has access to all spells that a anyone within 200 feet of the goat. The goat is cleric of that level would have. Her spells also unaligned and detect evil notices nothing off work on Oozes, even if they would not about the goat, though detect magic indicates an normally. These spells are themed around Ooze aura emanating from the goat. It is not apparent and Juiblex/one of his 4 Princes) that the unease is about the goat, but a passive • Crude Facsimile (Vaguely resembles a priestess. perception beyond that of most commoners When viewed inside of dim lighting, an Ooze detects that the goat is the source of your Priestess can be mistaken for a religious figure unease. The animal is otherwise unremarkable.) of any other church) Number Encountered: 1, but typically surrounded by • Ooze Physique (Have similar properties and ordinary goats. Such a goat is typically born in a given resistances as a standard Ooze. Can squeeze rural area once a century, rarely in the living memory of through incredibly small holes and occupy the anyone within a days travel. same space as other creatures. When it occupies Environment: farms, villages, markets 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) Environment: Cults to Juiblex, Occasionally impersonating another religious figure in a different religious institution, abandoned churches and catherdrals Loot: • Healing Ooze (Heals a massive chunk of HP, but has a 1/20 chance of afflicting a non-Ooze creature with the Curse of the Follower)

You see what appears to be a small group of nuns lying before a dark, slime-covered altar to a demon lord, before all standing up in unison. Closer inspection shows their simplistic, grinning faces and blank, vacant eyes as they slither towards you, their blue gelatinous bodies rippling with every motion. They bubble out in too-cheery voices, "You have arrived just on time, Fleshed Ones... we are the true followers of Juiblex, and you will make excellent members of our mission. Please, step closer, allow us to free you of your sins, for all are the same in the eyes of Juiblex..."