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Grasslands and forests

Rock Golem

10 HP, 16 STR, 3 DEX, 1 WIL, Fists d10

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  • Camouflages itself as an ordinary large rock

  • Has a very simple mind, does not strategize

  • Feels compelled to protect magical places 

Giant 

Animal

11 HP, 16 STR, 16 DEX, 10 WIL, Bite/claws d6+d6

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  • Mostly aggressive when hungry

  • Will attempt to flee if badly hurt

  • Provides ample food

Bear

7 HP, 14 STR, 12 DEX, 5 WIL, Claws d8

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  • Aggressive of territory

  • Are protective of their young

Root 

Golem

8 HP, 16 STR, 6 DEX, 6 WIL, Armor 1, Fists d10

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  • Camouflages itself as ordinary brush

  • Has a very simple mind, does not strategize

  • When killed, its heart can be used as a super potent fertilizer  

Bandit

4 HP, 12 STR, 12 DEX, 7 WIL, Sword/Bow d6

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  • Thieves and outlaws that raid villages and carts of goods, usually found in large groups

  • Usually travels with a Bandit Leader 

  • Will flee battle if outnumbered

Bandit Leader

5 HP, 13 STR, 13 DEX, 10 WIL, Longsword d8

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  • Leads groups of bandits in raids and skirmishes

  • Sometimes wears armor +1 or +2

  • If killed, you may against his str or dex to either intimidate (str) or crush morale (dex) and cause the remaining bandits to flee. 

WoodlandCougar

5 HP, 13 STR, 17 DEX, 5 WIL, Claws d6+1

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  • Aggressive of territory

  • Looks for opportunities to ambush

  • Is easily scared off or intimidated by groups of travelers

Rock Golem

10 HP, 16 STR, 3 DEX, 1 WIL, Fists d10

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  • Camouflages itself as an ordinary large rock

  • Has a very simple mind, does not strategize

  • Feels compelled to protect magical places 

  • Takes 2x damage from blunt damaging weapons like Warhammers or maces

Giant Toad

6 HP, 12 STR, 12 DEX, 5 WIL, Spit d4

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  • Tries to lash out and grab its prey with its tongue from a hidden spot

  • If the thing grabbed fails a dex save it is held fast by the tongue, if it then fails a str save immediately after and or its next turns, it is swallowed whole, taking 1hp damage each min or failed attempt to escape, rolling a str save will allow the thing to escape.

  • A giant toads tongue can be cut off if it takes damage while attached to a thing or person. 

Malevolent Wisp 

1 HP, 1 STR, 1 DEX, 2 WIL, Life suction d4

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  • Angered malevolent spirits haunting cursed areas.

  • Attacks in large groups or small groups depending on the evil committed 

  • Cannot be hurt by conventional means but can take damage from fire, spells and or blessed items

Fungal spawn

3 HP, 3 STR, 6 DEX, 5 WIL, Spore cannon d4

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  • Found mostly in areas populated with alot of mushrooms

  • Protective of a stationary host body which it will fight to keep safe

  • Will fight in small groups all controlled by its host body, if the host dies, so does the spawn

Bog Witch

7 HP, 9 STR, 10 DEX, 15 WIL, Dagger d6+2

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  • Will attack weakened or easy prey

  • Bog Witches are ancient cursed Alfar, they babble incoherently and have an aggressive malevolent demeanor

  • Bog Witches know 1-3 spells typically nature based

Corpse 

Behemoth

15 HP, 20 STR, 12 DEX, 2 WIL, Crushing Fist d8 +d8

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  • Cursed monstrosities cobbled together from necrotic bodies, they usually serve a master, either a witch, vampire, lich or similarly powerful master. 

  • Uses its massive misfigured limbs to crush its enemies 

  • Explodes on death, causing a mess of necrotic tissue to burst forth, covering everything in a 10 foot radius. Anything touched by this necrotic spew must pass a wil save or be effected by Necrosis, causing them to necrofiy slowly. If the effects are not healed by a spell or holy intervention within 3 days, the effected dies a terrible agonizing death.   

JagWeed

Vine

4 HP, 17 STR, 12 DEX, 5 WIL, Bite 4d

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  • Tries to lash out and grab its prey

  • Holds anyone it grabs immobile on a failed strength roll

  • Has a head that slowly over several hours eats its victim with acid. 1hp an hour while caught

  • Can only hold 1 victim at a time. 

Basic Small Animal

3 HP, 6 STR, 12 DEX, 5 WIL, Bite 4d

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  • Doesn't attack unless provoked

  • Can provide necessary food

Dog

3 HP, 4 STR, 12 DEX, 5 WIL, Bite d4

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  • Will protect its owner or property

  • Can be sedated with treats 

  • Will flee when injured if given the chance

Feral Goblin

4 HP, 8 STR, 12 DEX, 5 WIL, Spear d6

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  • Prefers to only attack if they have the advantage in numbers

  • Hordes baubles and goods and protects their loot fiercely 

Forest Troll

8 HP, 13 STR, 10 DEX, 3 WIL, Cudgel d10

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  • Aggressive when hungry

  • Hates fire

  • Has excellent smell but terrible hearing

  • Can understand a few basic words

Large Bird

3-5 HP, 4 STR, 16 DEX, 5 WIL, Claw d6

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  • Will protect its territory

  • Sometimes hordes things in its nest

Basic Large Animal

6 HP, 12 STR, 5 DEX, 5 WIL, Ram/bite d4

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  • Doesn't attack unless provoked

  • Can provide necessary food

Male Human

4 HP, 12 STR, 12 DEX, 9 WIL, Sword d6 or Bow d6

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  • Typical Male encountered in travel 

  • Prefers not to fight unfavorable odds

Marksman

4 HP, 12 STR, 14 DEX, 10 WIL, Longbow d8

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  • Trained in long range combat

  • Uses dagger close up d4

  • Usually in a group or as a lone hunter

Massive Bird

6 HP, 6 STR, 15 DEX, 9 WIL, Claws d8

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  • Protects its territory

  • Sometimes hordes things in its nest

Mottled Goblin

5 HP, 9 STR, 12 DEX, 5 WIL, 1 Armor, Club d8

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  • Curious to a fault 

  • Slightly dumber than its cousin the Feral Goblin

  • Makes armor out of wood lashed together

Snake

2 HP, 3 STR, 5 DEX, 5 WIL, Bite d4

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  • Will protect its territory

  • Poisonous bite causes Deprivation and 2 slots of fatigue until cured or 2 long rests

Treant

6 HP, 9 STR, 2 DEX, 9 WIL, 2 Armor, Branches d6

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  • Protective of territory 

  • Slow moving and noisy

  • Friendly to Alfar

Bear

7 HP, 14 STR, 12 DEX, 5 WIL, Claws d8

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  • Aggressive of territory

  • Are protective of their young

Roc

-Massive (bird)

13 HP, 16 STR, 16 DEX, 10 WIL, Beak/claws d10+d10

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  • Will ignore prey it finds annoying to catch

  • Hordes treasure in its nest

  • Flies faster than most airships

  • Mostly preys on large farm animals

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