100 Example Monsters

version 1.0, using "Alpha Polaris" seed for the RNG
These are some example monsters, 100 to be precise. This is GM specific-information, since it includes the Monster's full powers and stat bloc. The players would only see a thematic subset of this information. The monsters are sorted by power ranking, from weakest to strongest. There are still improvements I want to make to the algorithm, but I think this is a good base.


Accursed Terrifying Goatfrost
Power Level: -9
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Goat
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Attack: Fear Aura: Has a fear aura over and above that most monsters do.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Appearance: Glowing Ice Blue eyes
NumAppearing: Packs of 6
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
VictimChoice: Taste for Babies
VictimWound: Eats the skin from victims.



Wretched Akkadian Glass Octopod
Power Level: -8
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Octopod
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Siren Call/Chant/Howl/Mind Call: Draws the target to the monster in a trance like state, unless target resists.
Weakness: Vulnerable to Milk: Cannot stand Milk. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Has thin, luminous threads of Shadow running through its skin
NumAppearing: Packs of 6
Spore: For one hour at Noon, a pillar of darkness surrounds this creature. Pillar is large enough to cover out to Short range away from the creature, and the pillar stretches for miles up into the air.
VictimChoice: Taste for sickly people
VictimWound: Eats the fat off the victim, leaves most of the rest.



Damnable Southern Gelatinous Snail
Power Level: -1
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: -1

Traits:
Aspect: Ooze: Made out of a Green jelly like substance with smaller, darker nodules inside. Immune to most poisons. Has +10 HP. Can escape through any hole that is at least one inch wide.
Frame: Snail
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Petrifying Touch/Bite: Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Animal Intelligence: IQ 40
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Wears a featureless white mask over its face.
NumAppearing: Packs of 6
Spore: Vultures follow a few hours behind the creature.
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Smell: Wet Dog
VictimChoice: Prefers to cripple its victims before eating them alive
VictimWound: Loves to eat its victim's intestines.



Callow Uqbarian Elephorpse
Power Level: 3
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 HP. Has night vision.
Frame: Elephant
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 penalty and a -2 to max Poise. Takes effect at end of round.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
VictimChoice: Taste for Women
VictimWound: Preferentially eats the hands and feet of its victims



Wretched Northern Ubungsflugzeug
Power Level: 10
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Flesh
Frame: Penguin
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Immortal: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +50 HP.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Fearful Touch: The touch of this creature is intensely creepy. Being hit by it and taking HP dmg requires save or run/cower in fear.
Defense: Cowardly: In combat, flee if things seem remotely dangerous.
Defense: Immunity to Acid: No damage from Acid
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Avoidance Mirrors: Strongly avoids and will not approach Mirrors
Appearance: Continually screams
NumAppearing: Packs of 6
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Smell: Wet Dog
VictimChoice: Taste for elderly people
VictimWound: Never eats the Fingers of its victims



Miserable Valusian Rat
Power Level: 12
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Flesh
Frame: Rat
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Its teeth are blackened.
NumAppearing: Solitary
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
VictimChoice: Taste for elderly people
VictimWound: Impales victims on tree branches to make feeding easier.



Lesser Poisonous Goatgaunt
Power Level: 12
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Goat
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: One Mean Cat: Visually, the creature appears to be a cute/appealing animal, such as a cat, dog, or miniature pony. This is true even if the creature attacks. A character can try to dispel the illusion with a Medium will save, once per turn.
Attack: Filth Fever: Hard save, or contracts a disease. The disease causes heavy flow from 3+ orifices for several days. Prevents HP regain during that time, and -10 penalty.
Attack: Fear Aura: Has a fear aura over and above that most monsters do.
Attack: Poison tipped scorpion tail
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Crown of gold
NumAppearing: Packs of 6
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
Smell: Flowers
VictimChoice: Taste for bitter, angry old men
VictimWound: Grinds up the teeth of its victims and then eats the dust.



Young Lemurian Necroworm
Power Level: 19
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Decreased damage from piercing weapons.
Frame: Worm
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Poison tipped scorpion tail
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Dumb: IQ 70
Appearance: Blind white eyes
NumAppearing: Packs of 8
Spore: Likes to nest in human buildings
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Smell: Yeast
VictimChoice: Taste for bitter, angry old men
VictimWound: Cracks the open the bones of its victims and eats their marrow



Odious Chelgrian Penguin
Power Level: 20
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Penguin
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Wreathe of Eyes: The creature has a band of 13 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Attack: Paralyzing Touch/Bite
Weakness: Avoidance Water: Strongly avoids and will not approach Water
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Appearance: Eyes never point in same direction
Appearance: Continually cries Red tears
NumAppearing: Packs of 4
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
VictimChoice: Taste for Children
VictimWound: Victims are torn into two pieces, with the middle eaten out.



Damnable Lemurian Caraftoad
Power Level: 22
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Toad
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Attack: Poison tipped scorpion tail
Attack: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Fetish: Carries a River Stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Animal Intelligence: IQ 40
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Packs of 8
Spore: Likes to nest in attics and basements
Spore: Cold Weather, -10 to -20 degrees in region
VictimChoice: Taste for sickly people
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.



Young Southern Pestispider
Power Level: 22
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 HP.
Frame: Spider
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Soundless movement: Creature makes absolutely no sound when it moves. Eerie.
Attack: Razor Claws/Teeth: Pierces armor; ignores the normal effects of first 3 points of armor.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Has three sets of eyes, set one on top of another.
NumAppearing: Packs of 8
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
Smell: Flowers
VictimChoice: Loves wine and alcohol
VictimWound: Usually kills by slitting or tearing open the victim's throat.



Detestable Abysian Gloomworm
Power Level: 23
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Worm
Size: Medium Sized
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Agonizing Touch/Bite
Weakness: Dumb: IQ 70
Weakness: Vulnerable to Silver weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: Crown of shadow
NumAppearing: Solitary
Spore: The nearest creek runs blood-red for a night and a day. Fish and frogs turn up dead on its banks.
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
Smell: Cat urine
VictimChoice: Loves wine and alcohol
VictimWound: Eats the fat off the victim, leaves most of the rest.



Minor Hyberborean Scorpion
Power Level: 24
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Flesh
Frame: Scorpion
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Fear Aura: Has a fear aura over and above that most monsters do.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Packs of 6
Spore: Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.
Smell: Rotting meat
VictimChoice: Loves wine and alcohol
VictimWound: Takes the skulls of victims and piles them in little pyramids.



Odious Azadian Witherscorp
Power Level: 24
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Scorpion
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Rampage: Increased attack power for 3 rounds. Usable once per day. Exhausted afterwards.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has a thick and distended abdomen.
NumAppearing: Packs of 6
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Smell: Burning Bone
VictimChoice: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.



Azadian Swangaunt
Power Level: 27
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 HP. Has night vision.
Frame: Swan
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Frost Bite Touch: Attacks from the creature inflict immediate frost bite. The flesh around the wound freezes and becomes a dark black. Inflicts 1 additional HP damage and an additional -1 penalty over and above the penalty for the HP damage.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Spider Hairs: The creature's body is covered in thick and bristly hair, like a tarantula
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
Smell: Rotting meat
VictimChoice: Taste for Babies
VictimWound: Impales victims on tree branches to make feeding easier.



Eastern Creeptle
Power Level: 27
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: -1

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Turtle
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Extra power during Dawn: Gains +10 atk/def during Dawn. Prefers to do its hunting then.
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature.
Attack: Deadly Tusks: Has sharp tusks that can be used for charges or impaling or ripping bites
Defense: Nature Blend: Leaves only the faintest of tracks in the wild. If it makes sound, it sounds like the rustling of leaves in the wind.
Defense: Tree Merge: Can enter and merge with a tree. Merging takes a full round; once merged can either stay in the tree or gate to another tree within 100 yards. Has limited senses while inside the tree; like looking through a pane of thick dark glass.
Defense: Weapon Immunity 2: No damage from normal weapons
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Wears a featureless white mask over its face.
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Smell: Cinnamon
VictimChoice: Prefers to attack sleeping targets
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.



Horny Beetleoss
Power Level: 28
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Decreased damage from piercing weapons.
Frame: Beetle
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Mono Horn: Has a single heavy horn that can be used for charges, goring, and tossing
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Wears heavy iron chains wrapped around its body
NumAppearing: Solitary
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
VictimChoice: Taste for Men
VictimWound: Takes the skulls of victims and piles them in little pyramids.



Acherite Loboacier
Power Level: 29
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 1

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Wolf
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Weakness: Fetish: Carries a Stick doll that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Smell: Flowers
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Never eats the Lungs of its victims



Nariscene Pythorpse
Power Level: 29
Stats:
HP: 15
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 HP. Has night vision.
Frame: Python
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Breath of Unlife: Can breathe into a corpse's mouth, and have it raise as a zombie in seconds. Can badly damage an incapacitated person by breathing into their mouth.
Defense: Immunity to Fire: No damage from Fire
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Appearance: Has baby-sized hands growing out over its entire body.
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
Smell: Wet Dog
VictimChoice: Taste for depressed people
VictimWound: Grinds up the teeth of its victims and then eats the dust.



Corrupting Spookblob
Power Level: 29
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Blob
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Breath of Unlife: Can breathe into a corpse's mouth, and have it raise as a zombie in seconds. Can badly damage an incapacitated person by breathing into their mouth.
Weakness: Dumb: IQ 70
Weakness: Blinding hunger: Once it starts feeding, finds is extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion.
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
VictimChoice: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
VictimWound: Drains every drop of blood from its victims.



Vanheim Spidersoul
Power Level: 31
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Spider
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Weakness: Vulnerable at Noon Hour: Moves very slowly and cannot use special abilities at Noon Hour. Also suffers a -5 penalty.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
Appearance: Casts no shadow
NumAppearing: Solitary
Spore: Webs: Leaves behind large, thick-roped spider webs. These webs often contain the remains of past victims.
Smell: Ozone
VictimChoice: Taste for Children
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.



Eastern Pestiman
Power Level: 31
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 HP.
Frame: Man
Size: Medium Sized
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Agonizing Touch/Bite
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
Appearance: Wears dried bits of human hide over its body
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is dry and dead.
Smell: Cinnamon
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.



Northern Blobelly
Power Level: 32
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ooze: Made out of a Umber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Has +10 HP. Can escape through any hole that is at least one inch wide.
Frame: Blob
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Gibbering mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Limned with a glow of black power
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
Smell: Week old dumpster
VictimChoice: Taste for Children
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.



Akkadian Barrow Crow
Power Level: 32
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Crow
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Weakness: Blinding hunger: Once it starts feeding, finds is extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Appearance: Blind white eyes
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Smell: Mold
VictimChoice: Does not target beautiful women
VictimWound: Loves to eat its victim's intestines.



Western Bush Cube
Power Level: 33
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Cube
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Prehensile Tail: Has a long, thick Tail that can extend to deliver attacks and abilities. Extra action slot for tail abilities.
Weakness: Animal Intelligence: IQ 40
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
VictimChoice: Taste for Men
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.



Western Glint Elf
Power Level: 34
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Elf
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Weakness: Vulnerable to Fire: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Appearance: Wears a rough and dirty burlap bag over its head(s).
NumAppearing: Solitary
Spore: Tramps down odd geometric patterns in crops and fields
Spore: Vultures follow a few hours behind the creature.
Smell: Burning Pine Wood
VictimChoice: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead.
VictimWound: Preferentially eats the feet of its victims



Terrifying Ratgaunt
Power Level: 34
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Rat
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Tremor Sense: Can sense vibrations passing through the ground and uses that to locate hidden prey.
Attack: Debilitating Gaze: Take an effect from the debilitation table
Attack: Filth Fever: Hard save, or contracts a disease. The disease causes heavy flow from 3+ orifices for several days. Prevents HP regain during that time, and -10 penalty.
Attack: Fearful Touch: The touch of this creature is intensely creepy. Being hit by it and taking HP dmg requires save or run/cower in fear.
Defense: Weapon Immunity 1: Half damage from normal weapons
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Has a thick and distended abdomen.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Smell: Cinnamon
VictimChoice: Does not target the Pure of heart
VictimWound: Only eats its victim's shin bones.



Thulian Greed Snail
Power Level: 35
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: -1

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Snail
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Shredder: This creature's teeth and claws are magically sharp. +5 attack, and any wound does inflicts an extra bleed of 1 point for next 3 rounds. Also has 2 armor piercing.
Attack: Rampage: Increased attack power for 3 rounds. Usable once per day. Exhausted afterwards.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Wears a featureless white mask over its face.
NumAppearing: Solitary
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
VictimChoice: Taste for Women
VictimWound: Takes the skulls of victims and piles them in little pyramids.



Poisonous Ratherb
Power Level: 35
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Rat
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Snake mouth tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Blind white eyes
Appearance: Its teeth are blackened.
NumAppearing: Solitary
Spore: Mirrors shatter where it goes
Smell: Ozone
VictimChoice: Loves wine and alcohol
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.



Murderous Crabsoul
Power Level: 36
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Crab
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Aura of Doom: This creature's attacks crit on a 10, 11, or 12 so long as this aura is active.
Attack: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Dumb: IQ 70
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Crown of shadow
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
Smell: Burning Pine Wood
VictimChoice: Taste for Cattle
VictimWound: Hangs victims from tree branches to make feeding easier.



Nariscene Bullrime
Power Level: 36
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Bull
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Sudden burst of Speed: Once per combat gains +10 init.
Attack: Crab claws: The creature has oversized crab-pincers instead of the normal hands/paws. Does massive health dmg on hit.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Lye: Cannot stand Lye. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has thin, luminous threads of Silver running through its skin
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
VictimChoice: Loves wine and alcohol
VictimWound: Takes the skulls of victims and piles them in little pyramids.



Zhaibarian Larvaottle
Power Level: 36
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Larva
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Dominate minor animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Attack: Petrifying Gaze
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Blinding hunger: Once it starts feeding, finds is extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion.
Appearance: Has thin, luminous threads of Shadow running through its skin
Appearance: Has thin, luminous threads of Silver running through its skin
NumAppearing: Solitary
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Eats the fat off the victim, leaves most of the rest.



Southern Gobsore
Power Level: 37
Stats:
HP: 5
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 HP.
Frame: Goblin
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Agonizing Touch/Bite
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Vulnerable to Fire: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Animal Intelligence: IQ 40
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Mirrors shatter where it goes
Smell: Rotting meat
VictimChoice: Taste for Women
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.



Akkadian Moocaust
Power Level: 37
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Moose
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Frost Bite Touch: Attacks from the creature inflict immediate frost bite. The flesh around the wound freezes and becomes a dark black. Inflicts 1 additional HP damage and an additional -1 penalty over and above the penalty for the HP damage.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable to Poison: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Spider Hairs: The creature's body is covered in thick and bristly hair, like a tarantula
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Spore: There is a region wide increase in vermin. In particular, Worms can be found in much greater numbers.
Smell: Wet Dog
VictimChoice: Loves wine and alcohol
VictimWound: Brings victims bodies back to its lair to snack on later.



Chelgrian Elkfire
Power Level: 40
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Elk
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: Peaches
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.



Lemurian Shellcay
Power Level: 41
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: -1

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 HP.
Frame: Snail
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
VictimChoice: Taste for elderly people
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.



Thulian Penguin
Power Level: 41
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Penguin
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: Aura of Reliable Murder: This creature's ignores fumbles (e.g. rolling a 1 is just a 1).
Attack: Shredder: This creature's teeth and claws are magically sharp. +5 attack, and any wound does inflicts an extra bleed of 1 point for next 3 rounds. Also has 2 armor piercing.
Attack: Paralyzing Touch/Bite
Attack: Freezing touch: Its attacks drain the heat and life from its target. Inflicts a -2 penalty on each successful attack.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
VictimChoice: Prefers to cripple its victims before eating them alive
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.



Southern Gem Tiger
Power Level: 41
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 2
AttackMod: 2
Init: 0

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Tiger
Size: Medium Sized
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 penalty and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Attack: Web spray: Can spray a sticky web. Medium range, Medium Save or immobilized and dis-advantaged.
Weakness: Fetish: Carries a Silver Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
VictimChoice: Taste for Children
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.



Hunting Mastiff
Power Level: 44
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 1

Traits:
Aspect: Flesh
Frame: Hound
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Long: The mid section of this creature is absurdly elongated (e.g. daschund). More HP, more agility.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Attack: Petrifying Touch/Bite: Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Defense: Weapon Immunity 1: Half damage from normal weapons
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Blind white eyes
Appearance: Pasted on skin. The creature seems to be flesh and blood, but that is only for the top quarter inch. Beneath that it is built of a black and rubbery substance with alien ichors and organs. When wounded its true nature can be seen.
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Roaches can be found in much greater numbers.
Smell: Flowers
VictimChoice: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.



Estovokian Rot Nilpferd
Power Level: 46
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 HP. Has night vision.
Frame: Hippo
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: Aura of Reliable Murder: This creature's ignores fumbles (e.g. rolling a 1 is just a 1).
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Defense: Partial Invisibility : The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Blinding hunger: Once it starts feeding, finds is extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Crown of shadow
Appearance: Wears a featureless Mithril mask over its face.
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
Spore: Cows stop giving milk
VictimChoice: Prefers to attack sleeping targets
VictimWound: Only eats the Kidneys of its victims



Terrifying Etherman
Power Level: 47
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Man
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: Fast: Moves 2x human speed. ++Init
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Attack: Paralyzing Touch/Bite
Defense: Mask form: Can assume a human form.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Urine: Cannot stand Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Solitary
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Spore: Thick clouds blot out the sky in the region. There are no sunny days.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.



Zemblan Witherrat
Power Level: 47
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Rat
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Attack: Hand of Death: This creature's hand/claw glows with necromantic energy. Its attacks get a massive bonus to health damage.
Attack: Dominate minor animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Weakness: Vulnerable at Noon Hour: Moves very slowly and cannot use special abilities at Noon Hour. Also suffers a -5 penalty.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Solitary
Spore: Dogs bark and whine all night for no reason.
Smell: No smell at all
VictimChoice: Taste for Horses
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.



Western Locust
Power Level: 48
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Flesh
Frame: Bug
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Rampage: Increased attack power for 3 rounds. Usable once per day. Exhausted afterwards.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Casts no shadow
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Worms can be found in much greater numbers.
Spore: Dogs bark and whine all night for no reason.
VictimChoice: Taste for depressed people
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.



Idiran Horselant
Power Level: 49
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 1

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Horse
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Sudden burst of Speed: Once per combat gains +10 init.
Attack: Three Head: Has an extra action slots for bite/breath actions. +10 HP
Attack: Acrobatic Leap: Able to make amazingly long and high jumps, as well impressive back flips and other acrobatics.
Defense: Immunity to Fire: No damage from Fire
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Wears a featureless white mask over its face.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
Spore: Inscribes odd geometric patterns in the bark of trees
Smell: Wet Dog
VictimChoice: Taste for Men
VictimWound: Only eats its victim's femurs.



Abysian Ice Giraffe
Power Level: 49
Stats:
HP: 15
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Giraffe
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Aura of Doom: This creature's attacks crit on a 10, 11, or 12 so long as this aura is active.
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature.
Attack: Combat Antlers: Has large antlers that can be used for charges, goring, and tossing
Attack: Web spray: Can spray a sticky web. Medium range, Medium Save or immobilized and dis-advantaged.
Defense: Elusive: Deceptively fast. bonus to dodge and move
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Bone weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Appearance: Its tongue is long and deeply forked.
Appearance: Wears a featureless white mask over its face.
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
VictimChoice: Taste for bitter, angry old men
VictimWound: Takes the skulls of victims and piles them in little pyramids.



Karpashian Ectoshell
Power Level: 50
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: -1

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Snail
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Corrosive Aura: Deals 1 health damage at end of round to all creatures in medium range.
Attack: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
Attack: Paralyzing Touch/Bite
Defense: Partial Invisibility : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Dumb: IQ 70
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
VictimChoice: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
VictimWound: Likes eating the eyes of its victims



Entropic Gloomopus
Power Level: 50
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Octopod
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Helper Spirit: The creature has bound a smaller and weaker creature of air and darkness to it. The smaller creature will generally obey its controller, and can perform carry out thefts, distractions, fires, etc.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Weakness: Vulnerable at Twilight: Moves very slowly and cannot use special abilities at Twilight. Also suffers a -5 penalty.
Weakness: Animal Intelligence: IQ 40
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Leaves deer-like pellets that are a bright Ice Blue color.
Spore: Toads rain from the sky every 2-3 days.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Preferentially eats the hands of its victims



Imperial Acherite Spiderstal
Power Level: 51
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Spider
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Monstrous Reflexes: +10 initiative, +5 defense
Ability: Wall Crawling: Can climb vertical surfaces. Can move on vertical surfaces and ceilings without any penalties.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires sight of the character or a bit of their hair. Will then assail them in nightmares. After each night, takes a -5 penalty from exhaustion. Dies during the 4th night of such attacks.
Attack: Dominate minor animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Animal Intelligence: IQ 40
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
Smell: Sulfur
VictimChoice: Taste for elderly people
VictimWound: Cripples victims and lays worm sized young inside of them.



Elder Vanheim Spidernight
Power Level: 51
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Spider
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Extra power during Full Moon: Gains +10 atk/def during Full Moon. Prefers to do its hunting then.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
Defense: Partial Invisibility : The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable to Milk: Cannot stand Milk. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Crown of shadow
Appearance: Spider Hairs: The creature's body is covered in thick and bristly hair, like a tarantula
NumAppearing: Solitary
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Smell: Smoke
VictimChoice: Taste for bitter, angry old men
VictimWound: Usually kills by slitting or tearing open the victim's throat.



Imperial Northern Larvaumbra
Power Level: 52
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Larva
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Wood weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Wears heavy iron chains wrapped around its body
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Beetles can be found in much greater numbers.
Spore: Likes to nest in ponds and underwater
VictimChoice: Taste for Babies
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.



Elder Entropic Goriottle
Power Level: 53
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 1
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Gorilla
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Attack: Bull Horns: Has sharp horns that can be used for charges, goring, and tossing
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Defense: Partial Invisibility : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: Blind white eyes
NumAppearing: Solitary
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
VictimChoice: Taste for Babies
VictimWound: Usually kills by slitting or tearing open the victim's throat.



Elder Seeing Eye Bullseed
Power Level: 54
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Bull
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Wreathe of Eyes: The creature has a band of 3 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Ability: Sudden burst of Speed: Once per combat gains +10 init.
Attack: Dominate minor animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Attack: Agonizing Touch/Bite
Attack: Siren Call/Chant/Howl/Mind Call: Draws the target to the monster in a trance like state, unless target resists.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Blinding hunger: Once it starts feeding, finds is extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion.
Appearance: Has an emaciated belly.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Cripples victims and lays worm sized young inside of them.



Royal Thulian Cubeulp
Power Level: 55
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ooze: Made out of a Ice Blue jelly like substance with smaller, darker nodules inside. Immune to most poisons. Has +10 HP. Can escape through any hole that is at least one inch wide.
Frame: Cube
Size: Medium Sized
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Keen Ears: Extremely good sense of hearing. Can hear voices from a mile away, or the smallest leaf crunch up close.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Attack: Jagged weapons: Its attacks leave ugly, jagged wounds that infect easily.
Attack: Frost Bite Touch: Attacks from the creature inflict immediate frost bite. The flesh around the wound freezes and becomes a dark black. Inflicts 1 additional HP damage and an additional -1 penalty over and above the penalty for the HP damage.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
VictimChoice: Taste for sickly people
VictimWound: Eats the fat off the victim, leaves most of the rest.



Hateful Zemblan Rot Iguana
Power Level: 56
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 HP. Has night vision.
Frame: Iguana
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Debilitating Gaze: Take an effect from the debilitation table
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: It continually cries tears of Crimson blood.
Appearance: Wears a featureless white mask over its face.
NumAppearing: Solitary
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Spore: Cloud-free. Clouds are never seen where this creature is.
Smell: Cat urine
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Loves to eat its victim's intestines.



Hateful Acherite Corrupilla
Power Level: 58
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 1
Init: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 HP.
Frame: Gorilla
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 penalty and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
Spore: Inscribes odd geometric patterns in the bark of trees
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Victims are torn into two pieces, with the middle eaten out.



Imperial Abysian Giraffe
Power Level: 59
Stats:
HP: 15
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Flesh
Frame: Giraffe
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Ability: Long: The mid section of this creature is absurdly elongated (e.g. daschund). More HP, more agility.
Attack: Poison Bolt: Spits a bolt of Blinding Poison. Long range, single target.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Dumb: IQ 70
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: There is a region wide increase in vermin. In particular, Rats can be found in much greater numbers.
VictimChoice: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead.
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.



Elder Terrifying Cubelatin
Power Level: 60
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ooze: Made out of a Umber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Has +10 HP. Can escape through any hole that is at least one inch wide.
Frame: Cube
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Poison tipped scorpion tail
Attack: Web spray: Can spray a sticky web. Medium range, Medium Save or immobilized and dis-advantaged.
Attack: Fear Gaze: Has a free attack that makes characters cower or run. In addition to the fear aura that most monsters have.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: Continually gibbers
Appearance: Its teeth are blackened.
NumAppearing: Solitary
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
VictimChoice: Taste for depressed people
VictimWound: Usually kills by slitting or tearing open the victim's throat.



Imperial Terrifying Necrother
Power Level: 60
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 2
AttackMod: 2
Init: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Decreased damage from piercing weapons.
Frame: Panther
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Appearance: Wears dried bits of human hide over its body
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
Spore: Mirrors shatter where it goes
Smell: Ozone
VictimChoice: Taste for Women
VictimWound: Brings victims bodies back to its lair to snack on later.



Elder Horny Beetlephial
Power Level: 63
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Beetle
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Aura of Doom: This creature's attacks crit on a 10, 11, or 12 so long as this aura is active.
Attack: Mono Horn: Has a single heavy horn that can be used for charges, goring, and tossing
Weakness: Vulnerable to Fire: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.
VictimChoice: Loves wine and alcohol
VictimWound: Eats the skin from victims.



Hateful Idiran Glass Gorilla
Power Level: 64
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 1
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Gorilla
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Attack: Mind splinter: By deep-gazing or wounding, can infect target with a portion of its mind/desires. Tends to progress if monster is not killed.
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Attack: Web spray: Can spray a sticky web. Medium range, Medium Save or immobilized and dis-advantaged.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Logical: Has a very logical mind. If it is told a logical paradox, will be distracted and confused for one round (-5 penalty) until it can shrug off the contradiction.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Crown of silver
Appearance: Has thin, luminous threads of Silver running through its skin
NumAppearing: Solitary
Spore: Cows stop giving milk
VictimChoice: Taste for Horses
VictimWound: Preferentially eats the feet of its victims



Magnificent Uqbarian Carcmoth
Power Level: 65
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 HP. Has night vision.
Frame: Bug
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Extra power during Night: Gains +10 atk/def during Night. Prefers to do its hunting then.
Attack: Dominate minor animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Attack: Three Head: Has an extra action slots for bite/breath actions. +10 HP
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires sight of the character or a bit of their hair. Will then assail them in nightmares. After each night, takes a -5 penalty from exhaustion. Dies during the 4th night of such attacks.
Defense: Immunity to Ice: No damage from Ice
Weakness: Avoidance Water: Strongly avoids and will not approach Water
Weakness: Vulnerable to Silver weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Appearance: Long, Face covering hair: The creature has a long, thick mat of hair that descends from its head to cover most of its face.
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Rats can be found in much greater numbers.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: No smell at all
VictimChoice: Taste for Women
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area



Elder Terrifying Marmashell
Power Level: 65
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: -1

Traits:
Aspect: Ooze: Made out of a Red jelly like substance with smaller, darker nodules inside. Immune to most poisons. Has +10 HP. Can escape through any hole that is at least one inch wide.
Frame: Snail
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires sight of the character or a bit of their hair. Will then assail them in nightmares. After each night, takes a -5 penalty from exhaustion. Dies during the 4th night of such attacks.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Vulnerable to Lead weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
Smell: Wet Dog
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.



Hateful Nariscene Turbauble
Power Level: 65
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: -1

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Turtle
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Petrifying Touch/Bite: Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Vulnerable to Coral weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Glowing Red eyes
Appearance: Wears dried bits of human hide over its body
NumAppearing: Solitary
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: Flowers
VictimChoice: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead.
VictimWound: Preferentially eats the feet of its victims



Royal Karpashian Swamp Gota
Power Level: 68
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 HP.
Frame: Blob
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Acrobatic Leap: Able to make amazingly long and high jumps, as well impressive back flips and other acrobatics.
Attack: Emetic Poison Breathe: Breathes a cloud of gas that inflicts Emetic Poison. Medium range, wide cone.
Defense: Mask form: Can assume a human form.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Has an emaciated belly.
Appearance: Has baby-sized hands growing out over its entire body.
NumAppearing: Solitary
Spore: Creeks and streams run dry for no reason.
Smell: Yeast
VictimChoice: Loves wine and alcohol
VictimWound: Impales victims on tree branches to make feeding easier.



Terrible Vanheim Horsebauble
Power Level: 69
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 1

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Horse
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Long Fangs: Extra bite damage
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Defense: Immunity to Poison: No damage from Poison
Weakness: Vulnerable to Coral weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Wood weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Has three eyes.
Appearance: It continually cries tears of Crimson blood.
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
VictimChoice: Prefers to cripple its victims before eating them alive
VictimWound: Only eats its victim's shin bones.



Ancient Azadian Moose
Power Level: 71
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Flesh
Frame: Moose
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Long: The mid section of this creature is absurdly elongated (e.g. daschund). More HP, more agility.
Ability: Tremor Sense: Can sense vibrations passing through the ground and uses that to locate hidden prey.
Attack: Frost Bite Touch: Attacks from the creature inflict immediate frost bite. The flesh around the wound freezes and becomes a dark black. Inflicts 1 additional HP damage and an additional -1 penalty over and above the penalty for the HP damage.
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Defense: Weapon Immunity 1: Half damage from normal weapons
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Vulnerable to Lye: Cannot stand Lye. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
Spore: Toads rain from the sky every 2-3 days.
Smell: Cinnamon
VictimChoice: Taste for Horses
VictimWound: Never eats the Hands of its victims



Terrible Hyberborean Tigbush
Power Level: 71
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 2
AttackMod: 2
Init: 0

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Tiger
Size: Medium Sized
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Attack: Petrifying Gaze
Defense: Immunity to Poison: No damage from Poison
Defense: Mask form: Can assume a human form.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Avoidance Hearths: Strongly avoids and will not approach Hearths
Appearance: Its teeth are blackened.
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Birds flock to the region, and sit in creepy rows along tree branches and roofs.
Smell: Wet Dog
VictimChoice: Taste for Men
VictimWound: Brings victims bodies back to its lair to snack on later.



Terrible Zhaibarian Ooze Crawfish
Power Level: 72
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ooze: Made out of a Red jelly like substance with smaller, darker nodules inside. Immune to most poisons. Has +10 HP. Can escape through any hole that is at least one inch wide.
Frame: Crawfish
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Wreathe of Eyes: The creature has a band of 7 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Attack: Fear Gaze: Has a free attack that makes characters cower or run. In addition to the fear aura that most monsters have.
Attack: Long Fangs: Extra bite damage
Attack: Lays traps: This creature is intelligent enough to lay pit traps, spear traps, etc. against hunters.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Spore: Mirrors warp where it goes
VictimChoice: Prefers to attack sleeping targets
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.



Imperial Estovokian Rot Elk
Power Level: 73
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 HP. Has night vision.
Frame: Elk
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Heat Vision: Can see heat, and uses that to locate prey.
Ability: Sudden burst of Speed: Once per combat gains +10 init.
Attack: Hand of Death: This creature's hand/claw glows with necromantic energy. Its attacks get a massive bonus to health damage.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Defense: Weapon Immunity 1: Half damage from normal weapons
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Weakness: Fetish: Carries a Rune Stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Blinding hunger: Once it starts feeding, finds is extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion.
Appearance: Has an emaciated belly.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Hangs victims from tree branches to make feeding easier.



Greater Idiran Barrow Scorpion
Power Level: 73
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Scorpion
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
Attack: Paralyzing Touch/Bite
Defense: Leathery skin: Has some moderate DR versus physical attacks
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Limned with a glow of black power
Appearance: Has a thick and distended abdomen.
NumAppearing: Solitary
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is dry and dead.
VictimChoice: Does not target beautiful men
VictimWound: Hangs victims from tree branches to make feeding easier.



Hateful Lemurian Shellcay
Power Level: 74
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: -1

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 HP.
Frame: Snail
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Attack: Frost Bite Touch: Attacks from the creature inflict immediate frost bite. The flesh around the wound freezes and becomes a dark black. Inflicts 1 additional HP damage and an additional -1 penalty over and above the penalty for the HP damage.
Attack: Corrosive Aura: Deals 1 health damage at end of round to all creatures in medium range.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Long, Face covering hair: The creature has a long, thick mat of hair that descends from its head to cover most of its face.
NumAppearing: Solitary
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: Flowers
VictimChoice: Taste for Women
VictimWound: Victims are torn into two pieces, with the middle eaten out.



Greater Bleeding Witherbull
Power Level: 75
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Bull
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Immortal: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +50 HP.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Attack: Siren Call/Chant/Howl/Mind Call: Draws the target to the monster in a trance like state, unless target resists.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Appearance: Its tongue is long and deeply forked.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Spore: Likes to nest in ponds and underwater
Smell: Smoke
VictimChoice: Taste for Babies
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.



Hateful Horny Chariguana
Power Level: 77
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Iguana
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Fast: Moves 2x human speed. ++Init
Attack: Combat Antlers: Has large antlers that can be used for charges, goring, and tossing
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Vulnerable to Coral weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Continually gibbers
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in the bark of trees
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Eats the skin from victims.



Royal Akkadian Gem Wicht
Power Level: 77
Stats:
HP: 5
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Goblin
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Power from corpses: Gains power from corpses. More HP, more poise.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Attack: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 penalty and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Spore: Blood curdling howls and screeches at night
Smell: Rotting meat
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Drains every drop of blood from its victims.



Greater Hyberborean Ratrime
Power Level: 78
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Rat
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 HP.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Attack: Multiple mouths: Makes more than one bite attack. On more than one success, target is immobilized as one of the maws holds the target in place.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: The moon takes on a Green tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
Smell: Smoke
VictimChoice: Taste for Cattle
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area



Imperial Blink Draufgangeressicate
Power Level: 82
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 1

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Wolf
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Attack: Multiple mouths: Makes more than one bite attack. On more than one success, target is immobilized as one of the maws holds the target in place.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 penalty and a -2 to max Poise. Takes effect at end of round.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
Defense: Weapon Immunity 1: Half damage from normal weapons
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Weakness: Dumb: IQ 70
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Appearance: Wears heavy iron chains wrapped around its body
Appearance: Limned with a glow of black power
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Snakes can be found in much greater numbers.
Spore: Water nearby goes bad. Has a foul, rotten egg smell
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Only eats its victim's shin bones.



Terrible Zhaibarian Gloombeetle
Power Level: 83
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Beetle
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Fear Gaze: Has a free attack that makes characters cower or run. In addition to the fear aura that most monsters have.
Attack: Gibbering mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
Attack: Razor Claws/Teeth: Pierces armor; ignores the normal effects of first 3 points of armor.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
Smell: Smoke
VictimChoice: Taste for bitter, angry old men
VictimWound: Cripples victims and lays worm sized young inside of them.



Ancient Corrupting Necrolarva
Power Level: 84
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Decreased damage from piercing weapons.
Frame: Larva
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature.
Attack: Life Drain: Heals 1HP for each HP of damage it does
Attack: Fury X: Can attack multiple enemies within range all at once.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Attack: Breath of Unlife: Can breathe into a corpse's mouth, and have it raise as a zombie in seconds. Can badly damage an incapacitated person by breathing into their mouth.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Limned with a glow of black power
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Toads rain from the sky every 2-3 days.
Smell: Yeast
VictimChoice: Taste for elderly people
VictimWound: Victims are torn into two pieces, with the middle eaten out.



Magnificent Terrifying Gobsoul
Power Level: 84
Stats:
HP: 5
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Goblin
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Wreathe of Eyes: The creature has a band of 41 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Hook limbs: The creature has meat-hooks instead of hands/claws. +2 attack bonus.
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Attack: Mind splinter: By deep-gazing or wounding, can infect target with a portion of its mind/desires. Tends to progress if monster is not killed.
Attack: Fearful Touch: The touch of this creature is intensely creepy. Being hit by it and taking HP dmg requires save or run/cower in fear.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: Blind white eyes
NumAppearing: Solitary
Spore: Leaves deer-like pellets that are a bright Umber color.
Smell: Yeast
VictimChoice: Does not target the Pure of heart
VictimWound: Eats the fat off the victim, leaves most of the rest.



Royal Blink Blobauble
Power Level: 85
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Blob
Size: Medium Sized
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Attack: Second Head: Has an extra action slot for bite/breath actions. . +5 HP
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Obsessive solver: Cannot resist thinking about riddles or other logic problems. If told a riddle, will be distracted (-5) until it solves the riddle (moderate int save).
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
Smell: No smell at all
VictimChoice: Loves wine and alcohol
VictimWound: Preferentially eats the feet of its victims



Elder Hunting Searippo
Power Level: 86
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Hippo
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Extra power during Full Moon: Gains +10 atk/def during Full Moon. Prefers to do its hunting then.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Attack: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Attack: Second Head: Has an extra action slot for bite/breath actions. . +5 HP
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Weakness: Vulnerable to Steel weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Has thin, luminous threads of Mithril running through its skin
NumAppearing: Solitary
Spore: Dogs bark and whine all night for no reason.
Spore: Water nearby goes bad. Has a foul, rotten egg smell
VictimChoice: Taste for elderly people
VictimWound: Drains every drop of blood from its victims.



Ancient Chelgrian Kugel Crawfish
Power Level: 86
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ooze: Made out of a Green jelly like substance with smaller, darker nodules inside. Immune to most poisons. Has +10 HP. Can escape through any hole that is at least one inch wide.
Frame: Crawfish
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Attack: Three Head: Has an extra action slots for bite/breath actions. +10 HP
Defense: Partial Invisibility : The creature is mostly transparent and difficult to make out even when moving. Can move and attack while in this state.
Weakness: Blinding hunger: Once it starts feeding, finds is extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Has baby-sized hands growing out over its entire body.
NumAppearing: Solitary
Spore: Mirrors warp where it goes
Smell: Sulfur
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.



Terrible Karpashian Elephchar
Power Level: 88
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Elephant
Size: Medium Sized
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Weakness: Blinding hunger: Once it starts feeding, finds is extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Avoidance Iron Filings: Strongly avoids and will not approach Iron Filings
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Mirrors warp where it goes
Spore: Leaves deer-like pellets that are a bright Green color.
VictimChoice: Prefers to cripple its victims before eating them alive
VictimWound: Only eats its victim's shin bones.



Ancient Beguiling Blazpillar
Power Level: 89
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Caterpillar
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: Long: The mid section of this creature is absurdly elongated (e.g. daschund). More HP, more agility.
Ability: Wreathe of Eyes: The creature has a band of 5 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Attack: Entrancing Gaze
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Weapon Immunity 1: Half damage from normal weapons
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
NumAppearing: Solitary
Spore: Toads rain from the sky every 2-3 days.
VictimChoice: Prefers to cripple its victims before eating them alive
VictimWound: Takes the skulls of victims and piles them in little pyramids.



Magnificent Estovokian Bog Octopod
Power Level: 90
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 HP.
Frame: Octopod
Size: Medium Sized
Health: Immortal: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +50 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Ability: Monstrous Reflexes: +10 initiative, +5 defense
Attack: Petrifying Touch/Bite: Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Defense: Unyielding: This creatures takes no penalty for health damage. It is deadly until the moment it is dead.
Weakness: Fetish: Carries a Gold Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Vulnerable at Noon Hour: Moves very slowly and cannot use special abilities at Noon Hour. Also suffers a -5 penalty.
Appearance: Glowing Umber eyes
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Solitary
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
VictimChoice: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
VictimWound: Victims are torn into two pieces, with the middle eaten out.



Royal Hunting Owlossifer
Power Level: 93
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Decreased damage from piercing weapons.
Frame: Owl
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Tremor Sense: Can sense vibrations passing through the ground and uses that to locate hidden prey.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Hand of Death: This creature's hand/claw glows with necromantic energy. Its attacks get a massive bonus to health damage.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Blind white eyes
Appearance: Has three eyes.
NumAppearing: Solitary
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
VictimChoice: Taste for Babies
VictimWound: Hangs victims from tree branches to make feeding easier.



Greater Uqbarian Vine Krahen
Power Level: 95
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Crow
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Ability: Aura of Reliable Murder: This creature's ignores fumbles (e.g. rolling a 1 is just a 1).
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Attack: Poison tipped scorpion claws
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Attack: Combat Antlers: Has large antlers that can be used for charges, goring, and tossing
Defense: Regeneration
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Defense: Weapon Immunity 1: Half damage from normal weapons
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -20.
Weakness: Vulnerable to Urine: Cannot stand Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Its tongue is long and deeply forked.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Smell: Cinnamon
VictimChoice: Taste for elderly people
VictimWound: Preferentially eats the hands and feet of its victims



Ancient Tricky Spookcrab
Power Level: 95
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Crab
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Lays traps: This creature is intelligent enough to lay pit traps, spear traps, etc. against hunters.
Attack: Rampage: Increased attack power for 3 rounds. Usable once per day. Exhausted afterwards.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
Spore: Livestock in the region becomes sick and covered with sores.
Smell: Week old dumpster
VictimChoice: Taste for depressed people
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.



Ancient Misty Scorpberg
Power Level: 101
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Scorpion
Size: Small Sized: -2 attack, +2 def, 0.5x HP
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Ability: Mist Aura: Creature brings mists to the region. The creature itself will be surrounded by thick mists and fogs, deadening sound and making it difficult to navigate or detect the creature.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Shredder: This creature's teeth and claws are magically sharp. +5 attack, and any wound does inflicts an extra bleed of 1 point for next 3 rounds. Also has 2 armor piercing.
Attack: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Defense: Elusive: Deceptively fast. bonus to dodge and move
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable to Coral weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has a thick and distended abdomen.
Appearance: Its teeth are blackened.
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Worms can be found in much greater numbers.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
VictimChoice: Taste for Cattle
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.



Magnificent Valusian Crabauble
Power Level: 101
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Crab
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Attack: Petrifying Touch/Bite: Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Attack: Acrobatic Leap: Able to make amazingly long and high jumps, as well impressive back flips and other acrobatics.
Defense: Elusive: Deceptively fast. bonus to dodge and move
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Vulnerable to Poison: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Its teeth are blackened.
NumAppearing: Solitary
Spore: Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.
Spore: Birds flock to the region, and sit in creepy rows along tree branches and roofs.
VictimChoice: Taste for Children
VictimWound: Eats the fat off the victim, leaves most of the rest.



Greater Bubonic Beetleorpse
Power Level: 106
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Decreased damage from piercing weapons.
Frame: Beetle
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Wooden: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +20 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Attack: Sickly Aura: All Con/Poison/Disease saves are 1 step harder for creatures in medium range.
Attack: Debilitating Gaze: Take an effect from the debilitation table
Attack: Hand of Death: This creature's hand/claw glows with necromantic energy. Its attacks get a massive bonus to health damage.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Casts no shadow
NumAppearing: Solitary
Spore: The moon takes on a Ice Blue tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
Spore: The nearest creek runs blood-red for a night and a day. Fish and frogs turn up dead on its banks.
Smell: Yeast
VictimChoice: Taste for elderly people
VictimWound: Grinds up the teeth of its victims and then eats the dust.



Royal Warping Gloombeetle
Power Level: 110
Stats:
HP: 10
Poise: 30
Armor: 1
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Beetle
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Paralyzing Touch/Bite
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Defense: Elusive: Deceptively fast. bonus to dodge and move
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Vulnerable to Alcohol: Cannot stand Alcohol. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Spider Hairs: The creature's body is covered in thick and bristly hair, like a tarantula
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Flies can be found in much greater numbers.
Spore: Blood curdling howls and screeches at night
VictimChoice: Taste for Babies
VictimWound: Cracks the open the bones of its victims and eats their marrow



Greater Thulian Swinecaust
Power Level: 116
Stats:
HP: 20
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Pig
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Fast: Moves 2x human speed. ++Init
Ability: Aura of Reliable Murder: This creature's ignores fumbles (e.g. rolling a 1 is just a 1).
Ability: Heat Vision: Can see heat, and uses that to locate prey.
Attack: Razor Claws/Teeth: Pierces armor; ignores the normal effects of first 3 points of armor.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Attack: Bull Horns: Has sharp horns that can be used for charges, goring, and tossing
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Vulnerable to Gold weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Wears a featureless white mask over its face.
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
VictimChoice: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead.
VictimWound: Only eats its victim's femurs.



Terrible Zemblan Ghost Tiger
Power Level: 123
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 2
AttackMod: 2
Init: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Tiger
Size: Large Sized: +2 attack, -1 def, 2x HP
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +10 HP.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Ability: Grows from corpses: Grows larger and gains more HP by consuming corpses.
Attack: Hand of Death: This creature's hand/claw glows with necromantic energy. Its attacks get a massive bonus to health damage.
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Attack: Debilitating Gaze: Take an effect from the debilitation table
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Defense: Weapon Immunity 2: No damage from normal weapons
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Casts no shadow
Appearance: Its teeth are blackened.
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Rats can be found in much greater numbers.
Smell: Burning Pine Wood
VictimChoice: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
VictimWound: Grinds up the teeth of its victims and then eats the dust.



Magnificent Eastern Necropus
Power Level: 123
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Decreased damage from piercing weapons.
Frame: Octopod
Size: Medium Sized
Health: Hard Wooden: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +25 HP.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Strong: This creature is stronger than most men. Its handshake is painful. +2 dmg.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 penalty and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Attack: Three Head: Has an extra action slots for bite/breath actions. +10 HP
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 penalty on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Defense: Weapon Immunity 1: Half damage from normal weapons
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Defense: Elusive: Deceptively fast. bonus to dodge and move
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Casts no shadow
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
VictimChoice: Prefers to cripple its victims before eating them alive
VictimWound: Preferentially eats the hands and feet of its victims



Magnificent Valusian Shadow Gorilla
Power Level: 130
Stats:
HP: 10
Poise: 30
Armor: 0
DefenseMod: 0
AttackMod: 1
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Gorilla
Size: Huge Sized: +4 attack, -2 def, 4x HP
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 HP.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Ability: Fast: Moves 2x human speed. ++Init
Attack: Paralyzing Touch/Bite
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Attack: Life Drain: Heals 1HP for each HP of damage it does
Defense: Mask form: Can assume a human form.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: It continually cries tears of Black blood.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Solitary
Spore: Likes to nest in human buildings
Spore: Dogs bark and whine all night for no reason.
VictimChoice: Prefers to cripple its victims before eating them alive
VictimWound: Drains every drop of blood from its victims.