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Humanoids

    Dundrath 
Level: 6
Alignment: Chaotic Evil
Size: Large

  • Beast Man: Dundraths are thickset humanoids who resemble woolly mammoths with burly arms and hands and keen yellow eyes.
  • Blood Knight: A dundrath's primary motivation is simple: find and devour a warm-blooded meal. More than mere hunger, this ravenous drive compels dundraths to attack mercilessly and indiscriminately, even when up against creatures significantly larger or stronger than themselves. Dundraths almost invariably delight in the hunt, and many take grotesque pleasure in the pain and anguish they inflict.

    Hag 

Feld Hag

Level: 5
Alignment: Chaotic Evil
Size: Medium

  • Animorphism: To covertly destroy crops and spread famine, feld hags transform into various nondescript animals.
  • To Serve Man: A feld hag is rarely sated until she has feasted upon the raw flesh of a farmer's child.

    Keepsake Warden 
Level: 9
Alignment: True Neutral
Size: Large

  • Improvised Weapon: A keepsake warden always keeps a tool for excavation close at hand—preferably something that can double as a deadly weapon.

    Swarm Assassin 
Level: 3
Alignment: Lawful Evil
Size: Medium

  • One to Million to One: When attacking, a swarm assassin often spreads out as a swarm, then reincorporates elsewhere on the battlefield.
  • Poisoned Weapons: The swarm assassin secretes the venom of its constituent locusts onto its weapon.
  • The Worm That Walks: Each swarm assassin is a mass of black locusts, bound together in humanoid shape with unholy magic.

Animals

    Blood Mouse 
Level: 1
Alignment: True Neutral
Size: Tiny

  • Vampiric Draining: Blood mice are so named for their predilection for drinking blood through their snout-like proboscides.

    Extra Toe 
Level: 1
Alignment: True Neutral
Size: Tiny

  • Chest Burster: Extra toe eggs are laid within a host's foot. After two weeks, the larvae squirm their way out, leaving behind a small wound on the foot.
  • Poisonous Person: The extra toe's toxin numbs the flesh, allowing adults to attach themselves to hosts and larvae to crawl out of the host's body without being noticed.
  • The Symbiote: The extra toe is a small insect that has adapted to look like a humanoid toe and attaches itself to a humanoid's foot, from which it feeds on the host's blood. Though usually viewed as a parasite, the relationship can also be mutualistic—an extra toe can sense when its host's real toenails grow too long and detaches itself to trim them back when the host is sleeping, and for a host who is missing toes, an extra toe is a cheap and easy replacement.

    Fethrotte 
Level: 3
Alignment: True Neutral
Size: Medium

  • Defeat Equals Explosion: When the fethrotte is killed, it bubbles and froths and undulates with growing intensity before exploding in a foul spew.
  • Fantastic Diet Requirement: The fethrotte was created as a disposal system to devour dangerous chemicals in alchemical laboratories and can no longer be sustained by normal food.
  • Mutants: Creating a fethrotte involves feeding a mundane giant rat a caustic mixture of mutagens and other alchemical drippings.

    Giant Glaucus Slug 
Level: 4
Alignment: True Neutral
Size: Small

  • Poisonous Person: Glaucus slugs are one of the few animals capable of eating highly toxic jellyfish, and concentrate consumed venom to use against future prey.

    Jungle Mantis 
Level: 8
Alignment: True Neutral
Size: Large (swarm)

  • Slaying Mantis: Jungle mantises are extraordinarily large (the longest specimens are up to 1 foot long) with thick exoskeletons, serrated tibial spines and extra little claws on the ends of their already sharp limbs. When they combine their strength as a swarm, jungle mantises can grip, hold and drag large animals. The largest swarms are flying apocalypses capable of destroying entire settlements in an evening.

    Mogadb 
Level: 3
Alignment: True Neutral
Size: Large

  • Horse of a Different Color: Particularly cruel fey have been known to craft whole packs of mogadbs, even riding them as war beasts.
  • The Worm That Walks: Creating a mogadb involving gathering a large number of tiny animals, enacting a ritual that ensorcells them into acting as a single large predator, and sealing the swarm into a skin vessel. While it has no central intelligence, a mogadb's constituent swarm nonetheless behaves like a single beast. As the mogadb becomes damaged, the swarm can be seen within, acting in eerie concert.

    Owlpaca 
Level: 3
Alignment: True Neutral
Size: Medium

  • Artificial Hybrid: This amalgamation of an owl and an alpaca is the result of an eccentric magical shepherd's bizarre experiments.
  • Exorcist Head: Like owls, an owlpaca's eyes are fixed in place, so it has to turn its head in order to change its view. With a longer neck, owlpacas are able to rotate their necks even further than an owl, to a maximum of 270 degrees in their youth, without tearing any tendons.

    Parrotbear 
Level: 4
Alignment: True Neutral
Size: Large

  • Mix-and-Match Critters: The parrotbear is as vibrant as a macaw but large and ferocious as a bear.
  • Underground Monkey: Owlbears and parrotbears are so similar that it is largely thought that the parrotbear is the work of a copycat wizard who sought to put their own spin on the infamous owlbear. Others speculate that the parrotbear may be some practical joke of the gods or simply an evolutionary offshoot.

    Runebranded Aurochs 
Level: 4
Alignment: True Neutral
Size: Large

  • Power Glows: These aurochsen are wilder, stronger and deadlier than their kin, and possess glowing scars that look like incomplete runes and eyes that shine with an ornery light.

    Giant Sea Squirt 
Level: 5
Alignment: True Neutral
Size: Medium

  • Poisonous Person: Sea squirts can deliver painful stings, paralysing and drowinng animals as large as sharks.

    Shale Spitter 
Level: 2
Alignment: True Neutral
Size: Medium

  • Dishing Out Dirt: Shale spitters can tapp into some primal connection with caves in order to instantaneously conjure stalagmites or stalactites.
  • Eat Dirt, Cheap: Shale spitters subsist on crystals and stones.
  • Solid Gold Poop: Shale spitters' crystalline waste matter is worth more than its weight in gold.

Shale Charger

Level: 6
Size: Large

  • Fast Tunnelling: Shale chargers can burrow at great speed, rapidly digging through solid rock and opening up new tunnels for their smaller comrades to explore, while feeding as it goes.
  • Horn Attack: Shale chargers grow hard, jagged horns atop their skulls, which aid them in both fighting as well as digging.

Obsidian Shale Beast

Level: 10
Size: Medium

  • Take Me Instead: Shale beasts will stay behind to distract an attacker if doing so will enable its pack mates to escape.

Shale Behemoth

Level: 18
Size: Gargantuan

  • Vibration Manipulation: Shale behemoths grow a unique form of acoustically sensitive crystal that can generate and amplify deafening sonic signals. When threatened, they can generate bone-shaking shockwaves and eardrum-rupturing reverberations.

    Solovei 
Level: 6
Alignment: True Neutral
Size: Medium

  • Beast with a Human Face: Soloveis are bizarre, flightless scavenger birds with beaked humanoid heads.
  • Brown Note: A solovei subdues prey with its supernaturally shrill screeching, which stuns nearby creatures.
  • Make Them Rot: The vibrations induced by a solovei's warbling are so powerful that they disrupt organic matter. Savvy travellers might notice a solovei's nest if they recognise the distinct patches of warped and decaying vegetation in the tree canopy above.

    Stick Tongue 
Level: 5
Alignment: True Neutral
Size: Large

  • Overly-Long Tongue: A stick tongue's tongue is long enough to snap out of a tree's foliage, wrap itself around a child's armpits and snatch them up forever.

    Twistwere 
Alignment: True Neutral

  • Our Werebeasts Are Different: The twistwere is the result of the curse of lycanthropy making a zoonotic jump from humanoids to animals. While in their animal form, twistweres behave as perfectly normal animals of their species until the light of the full moon shines upon them. Twistweres can pass on their curse to their offspring or transmit the curse through their bite. As with werecreatures, those born with the curse have full control over their shapechanging abilities except during a full moon, when the transformation is irresistible, though they typically only transform by choice when their lives are in danger. In hybrid form, a twistwere appears as a stretched-out and distorted version of their animal form, with muscular bulges and elongated appendages.

    Wackadodo 
Level: 6
Alignment: Neutral Evil
Size: Large

  • Involuntary Dance: Wackadodos spread a disease that gives their victims a growing urge to dance.
  • Toothy Bird: Uncharacteristically for avians, the wackadodo has sharp teeth in its beaks.

    War Tortoise 
Level: 8
Alignment: True Neutral
Size: Large

  • Beast of Battle: The war tortoise is an enormous, trained siege turtle with a tough shell, a steady pace, stable footing and a propensity for ramming things with their heads Dwarven siege crews train for at least a decade in order to work in perfect tandem with each other and with their war tortoise.
  • Siege Engines: War tortoises carry large decks on their shells, which can be outfitted with an array of siege weapons.

    Wildcat Gorger 
Level: 7
Alignment: True Neutral
Size: Large

Beasts

    Afneith 
Level: 8
Alignment: True Neutral
Size: Large

  • Achilles' Heel: As a safeguard in case the afneith should escape, its creators ensured that it had an easily exploitable weakness to the belladonna herb—a weakness that they tried to keep secret but which has inevitably become common knowledge to treasure hunters.
  • Bioweapon Beast: The first afneith was created by a cabal of desert-dwelling druids who served a cat-adoring pharaoh. When the pharaoh died, her will stipulated that her tomb not be guarded by constructs or soldiers but by a feline beast of her own peculiar specifications. The result was so fearsome that the creators were only too glad to lock it away in the tomb.
  • Vertebrate with Extra Limbs: Afneiths are eight-legged felines.

    Garataur 
Level: 5
Alignment: Neutral Evil
Size: Large

  • Asskicking Leads to Leadership: A garataur rapidly claims leadership of its clan through some combination of strength, charisma and unparalleled bloodshed.
  • Heinous Hyena: The arrival of a garataur means little more than fear and pain for neighbours. Even the most aggressive groups of kholo cannot compete with a war band led by a garataur, who actively seek out and instigate total wars, even when they don't need slaves.
  • Our Centaurs Are Different: A garataur resembles a kholo from the waist up, with the body of a primordial hyena in place of legs.

    Phase Tiger 
Level: 7
Alignment: Chaotic Evil
Size: Large

  • Animal Jingoism: Phase tigers disdain blink dogs both for their inherent goodness (which the tigers regard as weakness) and for their tendency to help other creatures in need. A phase tiger is always happy to track down and tear apart an entire pack of blink dogs for the sheer sport of it.
  • Cats Are Mean: Phase tigers have a reputation for wanton cruelty and vileness.

    Reaver Beaver 
Level: 5
Alignment: Neutral Evil
Size: Medium

  • Acid Attack: Reaver beavers unleash volleys of acidic spittle before swarming forward in an ungainly rush.
  • Human Resources: Reaver beavers' primary building material is corpses. Horrific corpse dams can obstruct the flow of water as well as befoul it with disease. Their colonies are constructed in the same way, often supplementing humanoid corpses with those of other animals.

    Salt Stalker 
Level: 4
Alignment: True Neutral
Size: Medium

  • Hive Caste System: Different kinds of salt stalkers have evolved to fill different niches within their packs. Packs with multiple types tend to have a complicated social structure and power hierarchy, with different roles and even sub-roles for the different kinds.
  • Kill It with Water: Water is anathema to salt stalkers. Their alien anatomy violently revolts if they so much as try to digest fluids, so salt stalkers only live in the driest deserts and strictly eat dehydrated meat.
  • Poisonous Person: A salt stalker's bite injects a potent hygroscopic venom, dramatically dehydrating afflicted creatures in a matter of minutes.
  • Spike Shooter: Brittle, jagged spines that poke out from every part of a salt stalker, and can be ejected and aimed toward distant prey.

Salt Scorcher

Level: 6
Size: Medium

  • Playing with Fire: Salt scorchers are a fire-spitting off-shoot of the salt stalker.

Salt Glider

Level: 8
Size: Large

  • It's Raining Men: In mixed hunting packs, salt gliders famously enjoy lifting and carrying their pack mates across the battlefield, allowing the pack to conduct surprise attacks.

Salt Mother

Level: 10
Size: Huge

  • Beware My Stinger Tail: A salt mother's tail impale foes with spikes and inject ounces of venom.
  • Insect Queen: Like a queen bee, the salt mother oversees, commands and produces all the salt stalkers beneath her.

Plants

    Hook Melon 
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Puppeteer Parasite: When intertwined with another creature's nervous system, a hook melon has a limited amount of control over the host's movements. They use this to travel as far as possible from their parent tree and seek out a suitable place to sprout, often bludgeoning their unwilling host into unconsciousness or death in the process.

    Husk 
Alignment: Chaotic Evil
Size: Same as base

  • Ax-Crazy: Lonely, angry and twisted, husks see any living creature as worthy of obliteration, especially those who ever dared to desecrate, dominate or denude the forest.
  • Defeat Equals Explosion: When a husk is destroyed, a burst of negative energy explodes from its body.
  • Was Once a Man: When the bond to its realm is broken or severed, a sentient plant creature's rage can transform it into a terrible shadow of its former self.

    Iron Fern 
Level: 2
Alignment: True Neutral
Size: Medium

  • Non-Indicative Name: Because there are as many different types of iron fern as there are metals, the name is something of a misnomer; the most common varieties of iron fern are, in fact, copper, tin and nickel ferns.

    Sanguine Rose 
Level: 4
Alignment: Neutral Evil
Size: Large

  • Non-Human Undead: These undead plants are created when vampires fertilise them with the remains of victims who perished before the vampire could finish drinking their blood.

    Thorn Crawler 
Level: 15
Alignment: True Neutral
Size: Huge

  • Man-Eating Plant: Thorn crawlers are predatory plants that feed on bodily fluids, leeching them into their root systems.
  • The Spiny: Every inch of a thorn crawler's body is covered in razor-sharp thorns.

    Wildfire Leshy 
Level: 2
Alignment: Chaotic Good
Size: Small

  • Smoke Out: The wildfire leshy can will its own burning embers to flare up, creating a thick plume of opaque smoke.
  • Wreathed in Flames: A wildfire leshy is coated in living flame whose touch can burn other creatures.

Fungi

    Fungal Raptor 
Level: 6
Alignment: True Neutral
Size: Medium

  • Achilles' Heel: Fresh blood is harmful to fungal raptors, a fact desperate defenders might try to use to their advantage.
  • Festering Fungus: Packs of fungal raptors hunt dark forests and damp swamps, using their diseased wings to drive prey deeper into their territory by creating a maze of pestilence.

    Scroll Mold 
Level: 0
Alignment: True Neutral
Size: Tiny

  • Magic Eater: Scroll molds have a particular taste for magic items. If a scroll mold senses magic and there is no one around, it might make its way over to the source and attempt to incorporate the item into itself.

Fey

    Cloaked Gouger 
Level: 6
Alignment: Neutral Evil
Size: Medium

  • Eyeless Face: Cloaked gougers only have featureless flesh where eyes should be, and rely on their cloaks to navigate the world.
  • Eye Scream: Cloaked gougers hunt down creatures and steal their eyes to add to their collection. Once a gouger selects a target, it sets up an ambush and paralyses prey with toxins so it can remove its prize.

    Eeko 
Level: 6
Alignment: Chaotic Good
Size: Small

  • Planimal: Classified as both fey and plants, eeko resemble bushes that grow around a primordial golden beehive. The hive and its constituent bees are the real animating force of this fey.

    Galtzagorri 
Level: 2
Alignment: Chaotic Neutral
Size: Tiny

  • Workaholic: For a galtzagorri, unemployment is a fate worse than death. An unoccupied galtzagorri is prone to buzz about the land in search of those eager to delegate their menial tasks. Once bonded, a galtzagorri goes about any task, big or small, with enthusiasm. An underworked galtzagorri quickly becomes agitated, undoing with frenetic anxiety the tasks it has already completed. If completely idle, it may even sabotage simple mechanical devices only so that it can fix them again.

    Jikou 
Level: 12
Alignment: Lawful Neutral
Size: Tiny

  • Thinking Up Portals: A jikou can traverse the Material Plane by using a sleeping creature as a gate to and from the Dimension of Dreams.
  • Tulpa: When an ankou is duped or trapped by a devious master's contract, its subconscious mind manifests a jikou, which embodies its twisted, murderous dreams of revenge.

    Matrona 
Level: 15
Alignment: Lawful Evil
Size: Gargantuan

  • Humongous Mecha: Matronas typically inhabit hulking magical constructs of iron and stone.
  • The Napoleon: Matronas are small pixie-like fey envious of creatures larger than themselves (which happens to be most of them). To compensate for their diminutive figures, matronas craft artificial bodies around themselves.

    Milopoxy 
Level: 8
Alignment: Chaotic Neutral
Size: Medium

  • Miles Gloriosus: Far from really aiding anyone, milopoxies tend to expend all their energy boasting about imagined heroic deeds and imploring evildoers to beware of their righteous blades. More often than not, a milopoxy's ward ends up dead from exhaustion or neglect since milopoxies have no need for food or water and believe that everlasting glory is more than enough sustenance to live on.

    Othruni 
Level: 7
Alignment: Chaotic Neutral
Size: Medium

  • Light 'em Up: The light stored within the crystals of an othruni's body can be released in the form of a beam of concentrated light.
  • Rock Monster: An othruni's body is made of stone and crystal and moss.

    Silk-Tailed Beetle 
Level: 2
Alignment: True Neutral
Size: Small

  • Beware My Stinger Tail: The tail of a silk-tailed beetle is made up of millions of tiny, sharp, brittle barbs, each no wider than a strand of human hair and coated in a venom that bewilders foes.
  • Horse of a Different Color: Miniature fey sometimes use silk-tailed beetles as mounts or beasts of burden.

    Skotogelia 
Level: 5
Alignment: True Neutral
Size: Tiny

  • Magic Librarian: Skotogelias maintain vast libraries in the fey realm using a magical umbral script scrawled in the shadows of the Netherworld.

    Trodaiche-sidhe 
Level: 6
Alignment: Chaotic Neutral
Size: Medium

  • The Squire: Among the wild hunt, trodaiche-sidhes are considered highly reliable squires. They take care of everything that makes a successful hunt possible and allow their superiors to focus entirely upon the hunt. Most do this because they have been promised they will one day be invited to join the wild hunt proper.

Dragons

    Wild Dragon 

  • Volcanic Veins: Most wild dragons are covered with mystic tracings in a distinctly different colour from that of their scales. These serve to channel magical energy throughout the wild dragon's body, a magical circulatory system.

Amber Dragon

Alignment: Chaotic Neutral

  • Bitch in Sheep's Clothing: Amber dragons appear to be the friendliest and most approachable of dragons and are often seen as harmless gossips and chatty busybodies. In reality, these manipulative rumourmongers are far more cunning than they're given credit for and adore nothing more than learning and spreading rumours.
  • Gossip Evolution: Amber dragons are always willing to add a bit of embellishment or a twist to rumours that are getting a little stale.
  • Knowledge Broker: Some amber dragons work as information brokers. They spread simple and entertaining rumours for free to tempt clients, then charge for more sensitive information. Most accept payment only in secrets and personal information which can be sold to other clients.
  • Malicious Slander: Amber dragons have no interest in whether the gossip they choose to spread is true. In fact, the more outlandish a rumour, the more likely they are to spread it. They care for their own entertainment and not for the lives their words could ruin.
  • Shock and Awe: An amber dragon's breath weapon and body are covered in piezoelectric sand.

Cerulean Dragon

Alignment: Chaotic Neutral

  • Bold Explorer: Cerulean dragons chart paths and blaze trails through lands unknown to them to sate their neverending curiosity. They explore unusual sites and mysterious wonders, never content to be sedentary and never afraid of surprises or dangers.
  • Making a Splash: One of the cerulean dragon's breath weapons is a blast of pressurised water.
  • Walking the Earth: Cerulean dragons are filled with an eternal wanderlust and an unabating passion for travel. They live a fast-paced life and prefer to stay on the move at all times.

Harlequin Dragon

Alignment: Chaotic Good

  • Clown Species: Harlequin dragons are a whole species of comedians and jesters who match wits with the world, playing light-hearted pranks while spouting cunning insults, witty quips and hilarious jokes.
  • Monster Clown: Evil harlequin dragons use their abilities to shape devoted minions to manipulate, reveal secrets, ruin lives and upend societies. Their jokes are cruel and crushing, always driving their subjects to the dirt or deeper into sadness and desperation.
  • Non-Ironic Clown: Harlequin dragons reveal their insights to their subjects through humour crafted to hide deeper meaning that's revealed through introspection and experience. Most harlequin dragons hope that their subjects can unravel and understand the wisdom they impart, leading to meaningful personal revelations and positive change.
  • Poisonous Person: One of the harlequin dragon's breath weapons is a cloud of toxic gas.

Indigo Dragon

Alignment: Chaotic Good

  • Big Fancy House: Most indigo dragons live in magnificent, sprawling manors in prosperous towns and cities, built to host lavish events and accommodate large crowds of visitors. Many have expansive grounds and employ legions of servants.
  • Life of the Party: Indigo dragons are social butterflies who love to celebrate and party. They believe there should be no barriers to fun, and thus parties should be safe, inclusive spaces open to all free of charge and without invitation.
  • Nice Guy: Indigo dragons are impulsive, passionate and pure-hearted, making merry for the joy of it and spreading that same happiness and excitement to those around them with no ulterior motives or favours expected in return.
  • Work Hard, Play Hard: Indigo dragons work hard throughout the day, then celebrate the day's successes with a bang.

Vermilion Dragon

Alignment: Chaotic Neutral

  • Master of Illusion: Vermilion dragons are talented illusionists who weave fantastical illusions as easily as they breathe.
  • The Münchausen: Vermilion dragons are fabulous storytellers who care more for the tale and their craft than they do for the truth. They're notorious exaggerators and liars who always believe a story or event has room for 'improvement'. Their favourite stories nearly always revolve around themselves and their own exploits. Many vermilion dragons are such expert storytellers and confabulators that many people believe them, even when reality and more factual accounts clearly contradict their stories.
  • Prefers the Illusion: Vermilion dragons so enjoy experiencing illusions and admiring their artistry that they'd rather be duped than disbelieve.
  • Very Loosely Based on a True Story: A vermilion dragon's stories, no matter how outrageous and fabricated, always maintain a central core of truth amid the fiction. Finding this hidden truth can be a significant challenge, particularly as time passes and the original tale grows grander and grander. Some scholars recommend that listeners ignore everything descriptive, while others encourage breaking a tale down to its most basic plot points and ignoring everything else.

    Bog Bomber 
Level: 10
Alignment: True Neutral
Size: Huge

  • Beast of Battle: Boggards use bog bombers to defend and expand their territory, and value them as formidable allies, especially in battle.
  • Defeat Equals Explosion: When a bog bomber is reduced to 0 Hit Points, it explodes in a 20-foot burst.
  • Hybrid Monster: The bog bomber is a crossbreed between a flame drake and a giant frog. Boggards found a way to breed these monsters together, which either results in a nest of bog bombers or dozens of dead boggards.
  • In a Single Bound: Bog bombers can jump and sprint incredible distances.
  • Overly-Long Tongue: Bog bombers tend to consume their prey by lashing out with their sticky, fiery tongues, pulling their prey toward their gaping maws.
  • Playing with Fire: Bog bombers have the ability to spit huge balls of fire at their prey.

    Cathartic Worm 
Level: 9
Alignment: Chaotic Neutral
Size: Large

  • Emotion Eater: Cathartic worms feed on the emotions of those around them. They don't care what emotion(s) their victim feels, as long as the emotions are strong. Victims rarely even understand what happened, often feeling calm and even-keeled after a feeding has occurred.

    Drake 

Blink Drake

Level: 11
Alignment: True Neutral
Size: Small

  • Teleport Spam: Infused with teleportation magic, blink drakes are constantly teleporting around.
  • Thinking Up Portals: The blink drake's breath weapon is a ball of barely-restrained teleportation magic that explodes into micro-portals, which rend those in the vicinity but are too small for anything to travel through.

Sapphire Drake

Level: 7
Alignment: Neutral Evil
Size: Large

  • Artificial Hybrid: According to popular legends, sapphire drakes were originally created by greedy pirate-wizards who attempted to cross-breed jungle drakes and flame drakes.

    Irivyrn 
Level: 12
Alignment: Chaotic Neutral
Size: Huge

  • Beware My Stinger Tail: An irivyrn's venomous tail stinger injects a deadly venom whose iridescence is so concentrated that it can even blind subjects.

    Shadowless House Drake 
Level: 4
Alignment: Chaotic Neutral
Size: Small

  • Casts No Shadow: A shadowless house drake seems to cast no shadow, or its shadow is hazy and indistinct even in the hardest light.
  • Mutants: These house drakes have been twisted by great evil beings residing in the farthest corners of space. All their capricious fervour is replaced with conniving, ruthless malice.

    Star Wyrm 
Level: 19
Alignment: Lawful Neutral
Size: Large

  • The Power of the Void: A star wyrm can attune to and breathe out the emptiness of the void between the stars.
  • The Worm That Walks: Each star wyrm consists of countless motes of light that gather into the shape of a dragon.

    Tidragan 
Level: 3
Alignment: Chaotic Neutral
Size: Small

  • Collector of the Strange: Tidragats collect items that would be inconvenient to lose, like the hair brush of one who takes pride on their appearance or the water skins from adventurers that were about to head out into the wilderness; the more inconvenient an item's loss would be, the more value the tidragat places on it. Tidragats are usually smart enough to not take items that would be so inconvenient to lose that their victims are determined to track them down, except when it comes to items involving magic.

    Warp Wyrm 
Level: 8
Alignment: Neutral Evil
Size: Medium

  • Just Toying with Them: Like cats or sadists, warp wyrms delight in playing with their victims before making the killing blow.
  • Teleport Spam: Warp wyrms are capable of rapidly teleporting between the Ethereal Plane and Universe.

Aberrations

    Butcher Booth 
Level: 12
Alignment: Chaotic Evil
Size: Gargantuan

  • Chest Monster: A butcher booth is a deadly ambush predator that mimics the appearance of small, grim buildings. It lures prey into its gigantic mouth—the front door—then turns its victims into undead husks for later consumption.

    Coquecigrue 
Level: 8
Alignment: True Neutral
Size: Small

  • Attack Its Weak Point: The coquecigrue's green heart glows visibly from beneath its translucent breast, and those who know to strike this vital organ can deal massive damage.
  • Brown Note: The coquecigrue can turn its voice into a madness-inducing warble as it likes.
  • Brown Note Being: The coquecigrue is a bizarre creature that twists the minds of those who see or hear it.

    Gymnophobia 
Level: 9
Alignment: Chaotic Evil
Size: Large

  • Multiple Head Case: While a gymnophobia's dozens of tendrils share a single mind, each individual caecilian head has its own personality. A severed head will grow back with a new personality. In this way, a gymnophobia self-polices, with the more violent or belligerent heads nipping off weaker ones. The only thing all heads seem to agree on is the need to hide and protect their heart.

    Hook Hanger 
Level: 7
Alignment: Neutral Evil
Size: Medium

  • Ax-Crazy: Hook hangers are misanthropic killers who disdain all other forms of life and find great pleasure in killing and maiming just about anything that crosses their path.

    Muted Delver 
Level: 11
Alignment: Chaotic Evil
Size: Huge

  • Blow You Away: Muted delvers have two small nozzles next to their eyes, from which they fire jets of pressurised air that pierce victims.
  • Mouth Stitched Shut: Nobody is quite sure how muted delvers manage to consume their prey, owing to their sealed lips, and yet they do.
  • Sea Monster: The muted delver is a gigantic monstrosity that stalks the loneliest corners of the deepest seas. It climbs aboard ships so that it can devour the crew one by one and drive survivors mad.

    Myzoform 
Level: 9
Alignment: Chaotic Evil
Size: Large

  • Abstract Eater: Myzoforms feed on and digest memories. A myzoform can survive on its own experiences and memories, but most are addicted to the fresh memories of other creatures. When a myzoform strikes, it absorbs everything and leaves the victim a babbling amnesiac.
  • Fusion Dance: When two pre-sapient lampreys, affected by aboleth magic, attach to each other, the two create a kind of feedback loop as their minds interconnect and feed on and regurgitate the other's increasingly broken and bizarre memories. The lampreys then look for more lampreys to turn into their body, until a myzoform is born.
  • Sanity Slippage: As the number of minds inside them increases, only the most powerful myzoforms can hold onto their sanity; most eventually break down as their collective conscience becomes a civil war.
  • The Worm That Walks: A myzoform is an amalgam of magically modified lampreys fused together into a single humanoid shape.

    Shadow Thief 
Level: 2
Alignment: True Neutral
Size: Small

  • Fusion Dance: Shadow thieves merge with a mortal creature to steal the mortal's shadow.

    Shinglelurk 
Level: 7
Alignment: True Neutral
Size: Huge

  • Artificial Hybrid: Shinglelurks were created by wizards who sought to devise a camouflaged solution for home defence. These wizards experimented on cloakers, mimics and ochre jellies before ultimately creating the hybrid known as the shinglelurk.
  • Death by Childbirth: Upon reaching a certain age and size, a shinglelurk will moult and bud, producing two offspring before dying.
  • That's No Moon: Since their body blends seamlessly with common roofing, shinglelurks wait on roofs for unsuspecting prey to traipse over them.

    Sklaggan 
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Alien Abduction: Hailing from the subterranean depths of the Netherworld, sklaggans invade other planes and use perverse organic technology to capture and conduct experiments on natives. To a sklaggan, every living creature is worthy of invasive and thorough examination.

    Temporal Manifestation 
Level: 5
Alignment: Neutral Evil
Size: Medium

  • Bigger on the Inside: Creatures swallowed by a temporal manifestation are subsumed into a unique temporal pocket. This temporal pocket has no dimensions and can fit any number of creatures not larger than the temporal manifestation itself.
  • Celestial Body: Temporal manifestations appear as roughly humanoid-shaped voids filled with images of the night sky. The images are that of time moving in all directions at once: stars dying and being reborn, galaxies expanding and collapsing, universes forming from a singularity then dissipating into a cold, lifeless, dark ending.
  • Hidden Agenda Villain: Temporal manifestations' agendas are inscrutable and rarely bode well for creatures from the Universe.

    Yomhibdi 
Level: 4
Alignment: Chaotic Neutral
Size: Medium

  • Emotion Eater: Yomhibdi exists solely to feed on the negative emotions of creative mortals.
  • Orphaned Series: Yomhibdis manifest from the wasted ink and squandered emotional energies of creators who give up on works before they're finished.

Constructs

    Astringent Armor 
Level: 4
Alignment: True Neutral
Size: Medium

  • Animated Armor: Suits of astringent armor are constructs animated by arcane rituals, curses, fiendish possession or raw evil energy.

    Carnivorous Chapeau 
Level: -1
Alignment: True Neutral
Size: Tiny

  • Living Hat: Carnivorous chapeaus are living constructs capable of appearing like any kind of headgear.

    Celestial Geometry 
Level: 14
Alignment: True Neutral
Size: Large

  • Stance System: A celestial geometry is attuned to one of five platonic solids, which can be changed freely. Depending on its attunement, it gains a corresponding defensive ability and Geometric Evocation.

    Constructed Companion 
Alignment: True Neutral

  • Robot Buddy: Constructed companions are designed by extremely skilled engineers, artificers and spellcasters from a variety of disciplines for the purpose of entertaining, serving and protecting living masters and associates.

Mechanical Maître D'

Level: 6
Size: Medium

  • Improvised Weapon: If its clientele are threatened, a mechanical maître d' can wield cutlery to deadly effect or vent fetid gases from food waste stored in its body.

Automatic Acolyte

Level: 8
Size: Medium

  • Robot Wizard: An automatic acolyte is capable of casting nearly any basic spell from a magic item such as a scroll or wand, though it cannot cast spells by itself.

Bespoke Bodyguard

Level: 10
Size: Large

  • Dumb Muscle: Programmed to perform far simpler tasks, a bespoke bodyguard is far less innovative or independent than either mechanical maîtres d' or automatic acolytes. This also ensures that the bodyguard isn't turned against its master by magic.
  • Pocket Dimension: A bespoke bodyguard's torso features two extradimensional spaces. One typically holds its master's luggage; the other is empty in case the master must seek quick sanctuary or the bodyguard needs to temporarily restrain an assailant.

    Corpsesewn Colossus 
Level: 12
Alignment: Neutral Evil
Size: Huge

  • Mechanical Monster: Corpsesewn colossi tend not to have a much greater purpose than to scour the land in search of ever more bodies to consume in order to fuel thselves. In this way, they are perpetual murder machines: powered by death only so that they may inflict yet more death.

    Dredgenaut 
Level: 14
Alignment: True Neutral
Size: Huge

  • Rapid Aging: For reasons not entirely understood, dredgenauts are particularly prone to collecting supernatural or psychically resonant evidence that, when destroyed, can quickly age living creatures.

    Fury Sphere 
Level: 9
Alignment: Chaotic Evil
Size: Large

  • Mistreatment-Induced Betrayal: Fury spheres were originally created by powerful immortal beings of good and law who infused each with the spirit of a blessed being. When their creators made a new and supposedly superior machine and cast the old pieces away to be melted down, the celestial spheres refused to accept, fled Heaven and infused themselves with wrath and hatred, the diametric opposite of their old essence. Fury spheres now delight in chaos and the destruction of all things peaceful in order to spite their creators and strike back at the world that wronged them and left them behind.
  • Shockwave Stomp: A fury sphere can propel itself into the air and crash down, creating a shockwave and battering enemies as it flies by.

    Golem 
Alignment: True Neutral

Rope Golem

Level: 6
Size: Large

  • Knows the Ropes: A rope golem can silently strangle multiple opponents to death, or bind and gag them if instructed to not kill.
  • That's No Moon: As long as it remains still, a rope golem can easily pass for a mundane pile of ropes; the golem is typically instructed to wait in this guise until it can get the jump on intruders.

Golem of Wonder

Level: 11
Alignment: Chaotic Neutral
Size: Large

  • Confusion Fu: Golems of wonder's attacks are based on chaos and randomness, making it virtually impossible to guess what they will do next.
  • Random Effect Spell: The effects of the chaotic magic upon which a golem of wonder was built varies randomly every time it's invoked.

Possibility Golem

Level: 14
Size: Large

  • Death-Activated Superpower: When a possibility golem is reduced to 0 Hit Points, it duplicates into multiple copies of itself for one final attack before it's destroyed for good.
  • Doppelgänger Attack: When a possibility golem is reduced to 0 Hit Points, it duplicates into multiple copies of itself in multiple positions for one final attack.
  • Invisible Monsters: As it continually exists and doesn't exist in each space, the possibility golem is always hidden.

Time Golem

Level: 21
Size: Tiny

  • Staying Alive: Time itself unravels with a time golem's defeat, sending ripples that manifest as future anomalies. Someone who destroys a time golem may encounter a weaker, hostile version of it at an inopportune time down the road.
  • Time Master: Worked from the immaterial threads of time itself, a time golem can warp and bend time around itself and erase opponents from existence.

    Gunpowder Bear 
Level: 1
Alignment: Chaotic Evil
Size: Tiny

  • Bears Are Bad News: Gunpowder bears are vicious creatures that resemble cuddly toy bears.
  • Mad Bomber: Gunpowder bears are known for their driving need to seek and detonate objects with the potential to explode.
  • Suicide Attack: In a fit of euphoria, an enraptured gunpowder bear pulls the string on its back, destroying itself in a fiery explosion.

    Haunting Spoon 
Level: 1
Alignment: True Neutral
Size: Tiny

  • Not in Front of the Parrot!: Haunting spoons act as a repository for conversations and similar sounds, recording them and replaying entire pieces at random whenever people come close. The sound that they replay most frequently is the first thing they 'heard' that led to their creation, usually a violent incident or a particularly strongly worded argument. More than one murder case has been accidentally solved when a haunting spoon began replaying the scene.

    Hieroglyph Scorpion 
Level: 10
Alignment: True Neutral
Size: Small

  • Taken for Granite: The hieroglyph scorpion's inscription venom gradually turns its victims to stone and adds them to the scorpion's mural. Destroying the mural could free them and their loot.
  • That's No Moon: Hieroglyph scorpions' unique ability to blend in with painted murals, chiseled inscriptions and ornate sarcophagi allow them to tail tomb-robbers unseen, then leap out and attack.

    Iron Houndmaster 
Level: 8
Alignment: True Neutral
Size: Medium

  • Detachment Combat: The iron houndmaster's two halves are not fully wired to function in unison and can split during combat. This is a risky proposition because the halves may not combine back together correctly.

    Knotsman 
Level: 7
Alignment: True Neutral
Size: Medium

  • Healing Factor: The magic that animates a knotsman also enables it to tie and re-tie even the most frayed fibers of its body.

    Living Blade 
Level: 8
Alignment: Neutral Evil
Size: Medium

  • Cursed Item: Any creature that attempts to wield the living blade is affected by its curse. While cursed, the creature must advance the living blade's agenda.
  • Evil Weapon: A living blade is a sentient weapon driven to carry out some secret and often nefarious agenda. It can manifest a phantom wielder or entice an unsuspecting warrior to pick it up and receive its curse.

    Living Divination Deck 
Level: 1
Alignment: True Neutral
Size: Tiny

  • Death Dealer: A living divination deck fights by launching itself at a foe, cascading across the battlefield and distracting the enemy with a flurry of cards.
  • Winds of Destiny, Change!: A living divination deck quashes the good fortunes of any creatures in its vicinity.

    Living Figment 
Level: 6
Alignment: True Neutral
Size: Large

  • Chameleon Camouflage: A living figment not adjacent to a hostile creature can choose to perfectly mimic the terrain in which it finds itself, allowing it to hide even while directly observed.
  • Pure Magic Being: Living figments occasionally arise from highly complex, long-lasting illusions that eventually take on a mind of their own.

    Living Library 
Level: 8
Alignment: True Neutral
Size: Medium

  • Fusion Dance: When a powerful wizard loses or abandons their spellbook, the book can retain a portion of its owner's magical energy, gaining sentience in the process. When many sentient books gather in one place, they magically bond into a living library, a walking repository of arcane knowledge with its own mind.
  • Power Copying: Living libraries can learn new types of magic just by watching spellcasters.

    Living Proof 
Level: 1
Alignment: True Neutral
Size: Tiny

  • Defeat Equals Explosion: When a living proof is destroyed, the alchemical and mathematical knowledge animating it becomes unstable and is released in an explosive burst.

    Mechanical Artillerist 
Level: 7
Alignment: True Neutral
Size: Large

  • Defeat Equals Explosion: When a mechanical artillerist is reduced to 0 Hit Points, its internal reservoir of black powder cooks off.

    Mercurial Knight 
Level: 3
Alignment: True Neutral
Size: Medium

  • Animated Armor: In solid form, a mercurial knight appears as a suit of armour.
  • Blob Monster: Composed almost entirely of quicksilver, mercurial knights can switch between solid and liquid forms at will.
  • Chronic Backstabbing Disorder: Mercurial knights may change who they consider to be allies on a whim—sometimes based on who is winning, but other times inscrutable. As a result, they often end up stationed far from their masters during a fight.
  • Multiform Balance: A mercurial knight flows from solid to liquid throughout combat, gaining and losing effects based on the form it occupies. In solid form, it is an imposing defender; in liquid form, a knight loses some protection but gains speed, grace and the ability to fit through the smallest crack.

    Nobbler 
Level: 5
Alignment: True Neutral
Size: Medium

  • Bag of Kidnapping: Nobblers, sometimes called bag-people, are stealthy constructs designed to track and abduct unsuspecting quarry in the middle of the night.
  • Human Disguise: While mobile, a nobbler takes a roughly humanoid shape, resembling a skulking kidnapper wearing a heavy cloak. A glance at the cloak's interior reveals nothing but yawning darkness.

    Orb of Insanity 
Level: 15
Alignment: Chaotic Evil
Size: Tiny

  • Combat Tentacles: Two writhing tentacles composed of negative energy squirm outward from the orb's surface.
  • The Corrupter: An orb of insanity searches the cosmos for beings eager to glean occult knowledge. It tempts these people with dangerous insight, leading them down a path of wonder and madness. The orb encourages its students to take on pupils of their own; if unchecked, an orb of insanity can lead an entire society into derangement.
  • Fighting a Shadow: The orb of insanity is a crystal ball possessed by one of the dark elder beings lurking in the dark corners of the Universe, so that it can loose its own malevolent presence from beyond the stars.

    Puppeteer 
Level: 11
Alignment: True Neutral
Size: Medium

  • Marionette Master: Puppeteers manipulate lifeless dolls on invisible, ethereal strings. Without these puppets, puppeteers are harmless.
  • Was Once a Man: Puppeteers were once mortal artists who spent years of obsessive toil honing their craft and manipulating puppets in the presence of weird occult energies. Either the magic of their workshop, a visit from a trickster spirit, or a doomed pact with a devil causes these artists to turn into a wooden simulacrum of themselves.

    Ruin Bruiser 
Level: 6
Alignment: Lawful Neutral
Size: Medium

  • Animated Armor: Ruin bruisers resemble suits of animated ceremonial full plate armour made of marble, inlaid with bronze.

    Silkwurm 
Level: 12
Alignment: True Neutral
Size: Gargantuan

  • Base on Wheels: The silkwurm is the best-known example of a megacolony of arachnids congregating together and using the carcass of a creature (most often a cave worm) to build a mobile, defensible home that can feed the teeming masses.
  • Mooks Ate My Equipment: Any creature that strikes the silkwurm with a melee weapon risks having it getting stuck to the silkwurm's body.

    Smyf 
Level: 4 (copper), 6 (silver), 10 (gold)
Alignment: True Neutral
Size: Small

  • Animate Inanimate Object: Each smyf's body is forged of disparate pieces of mundane equipment connected into a single entity by strands of primal energy.
  • Chest Monster: When guarding money, a goldsmyf waits undetected in the form of three gold coins for unsuspecting thieves. The faux coins are usually marked so those in the know can avoid touching them. Untrained eyes can't easily detect these engravings, but they can be found if one looks carefully.
  • Cyber Cyclops: At a coppersmyf's centre, two copper bowls fuse into an orbed torso bearing a large white eye.
  • Eye Beams: A coppersmyf can fire a disintegrating eye beam at any would-be thieves.
  • An Ice Person: Silversmyfs defend their exotic dishes with freezing beams and grenades of crushed ice.
  • Jack of All Trades: Coppersmyfs often learn how to perform a variety of tasks at the restaurant, allowing them to fill in wherever they are needed. Combined with the relatively low expenses required to create a coppersmyf, they are much more prevalent in gnome and fey restaurants than more powerful smyfs.
  • Money Mauling: When exploding, a goldsmyf can release the three gold coins that make up its body and use them as projectile weapons.
  • Playing with Fire: A goldsmyf can breathe fire and cause itself to explode in a fiery emanation.
  • Weapons of Their Trade: The coppersmyf's meat cleaver can both chop food and chase down thieves, as can the silversmyf's forks and knives.

    Sorrow Portrait 
Level: 12
Alignment: Neutral Evil
Size: Medium

  • Living Drawing: Sorrow portraits are magical paintings that can trap other creatures within their artificial painted world.
  • Spooky Painting: Sorrow portraits are created from paint mixed with the blood of a still-living victim and spend most of their time pretending to be a regular macabre painting. Sadistic manor owners favour sorrow portraits as they decorate the mansion with a certain horrific aesthetic and protect the dwelling from undesirables.

    Springjaw Doll 
Level: 1
Alignment: True Neutral
Size: Small

  • Clockwork Creature: Underneath its exterior, the doll hides a complex structure of heavy clockwork machinery. Like other clockwork creatures, upon its creation a springjaw doll can be programmed to perform a small selection of actions or a specific routine.

    Toy Spy 
Level: 3
Alignment: True Neutral
Size: Tiny

  • Poisoned Weapons: A toy spy's needle injects whatever toxin is loaded into its cartridge, typically something nonlethal.
  • Spy Bot: Crafted in a shape unlikely to draw undo attention, toy spies do surveillance or reconnaissance on their creator's behalf.

    Toy Swarm 
Level: 2
Alignment: True Neutral
Size: Large

  • My Little Panzer: After enough time of neglect, the enchantments that control a discarded magical toy begin to degrade or warp, and they can morph into something sinister.
  • Non-Malicious Monster: Most toy swarms desire only to be reunited with their original playmates or find some other child to entertain, but the way they go about this can be frightening or dangerous. The easiest way to defeat a toy swarm is to agree to play with it.

    Zweiblade Guardian 
Level: 9
Alignment: True Neutral
Size: Large

  • Detachment Combat: If its outer layer binding the interior together is broken, a zweiblade guardian detaches into two separate bodies controlled by the same animating spark. The halves take full advantage of their newfound duality, immediately transitioning to flanking tactics or dividing their attention between priority targets. However, expensive repairs are necessary after a split. It's speculated that the inventor was a charlatan whose shoddy construction caused regular constructs to split in two.
  • Dual Wielding: A zweiblade guardian wields a pair of blades, which is divided between its halves if it splits.

Oozes

    Chamber Ooze 
Level: 5
Alignment: True Neutral
Size: Large

  • That's No Moon: Chamber oozes fill themselves with air and expand dramatically, stretching to the point that their colour is discernible only as a wet sheen or mouldy film. Most adventurers take unpleasant grime as a given and pay no heed to rooms that appear to be dripping with rank mildew. As prey simply walk unknowingly into a chamber ooze's stretched-out stomach, it snaps in on itself, smashing its victims with furniture before engulfing its unsuspecting prey.

    Eyesore 
Level: 3
Alignment: True Neutral
Size: Medium

  • Eye Scream: Any creature with vision that looks upon an eyesore risks having their own eyes magically removed and added to the eyesore's collection.

    Necroflesh Monarch 
Level: 15
Alignment: Neutral Evil
Size: Gargantuan

  • Body of Bodies: The necroflesh monarch is an undead ooze made from the muscle, fat and sinew of countless victims, all combined into one pulsing, hulking form.
  • Devour the Dragon: To make sure it never goes without a meal, a necroflesh monarch tends to keep a troop or small army of skeletal warriors by its side at all times. Regardless of how strong its minions might be, they are not for protection, but serve as a mobile food source to tap into during lean times.

    Prismatic Ooze 
Level: 17
Alignment: True Neutral
Size: Large

  • Random Effect Spell: The prismatic ooze's touch inflicts a myriad of randomly-determined harmful magical effects.

Undead

    Ghostwriter 
Level: 6
Alignment: Chaotic Evil
Size: Medium

  • Workaholic: A ghostwriter typically rises from the spirit of an avid scholar or arcanist who worked endlessly but fruitlessly on a long-winded historical treatise or arcane thesis. Risen as a ghostwriter, this unswerving intellectual aims its creative energies at the writings of the living.

    Hearth Hound 
Level: 4
Alignment: True Neutral
Size: Medium

  • Angry Guard Dog: Once a hearth hound senses a threat against its wards, it instantly manifests from the flames of the hearth to defend its loved ones.
  • Raising the Steaks: When a cherished canine companion peacefully passes away after spending its entire life with one family in one home, its spirit might linger within the embers and ashes of the hearth.
  • Undying Loyalty: A hearth hound bravely protects its family from attackers and chases away threats. Loyal to the very end, it sometimes lingers for a century or more in order to watch over its original family's children and grandchildren.

    Lost Savior 
Level: 11
Alignment: Lawful Evil
Size: Medium

  • Deal with the Devil: These undead are perversions of former heroes who foolishly attempted to negotiate a covenant with the dread aboleths—the outcome of a truly desperate bargain made in the hopes of salvation for the hero's people.
  • Human Disguise: Under the guise of their former selves, lost saviors might look like heroic figures from folklore or simply glorious and righteous fighters.

    Parasite Husk 
Level: 3
Alignment: Neutral Evil
Size: Medium

  • Raising the Steaks: A parasite husk manifests from an attempt to create a zombie from a corpse that hosted parasites, most often tapeworms, whose corpses provide another possible receptacle for negative energy. In the right circumstances, the negative energies can awaken these parasites, creating a significantly more dangerous zombie.

    Sitebound Spirit 

Wispy Wayfarer

Level: 2
Alignment: Neutral Evil
Size: Medium

  • Flying Face: A wispy wayfarer resembles a humanoid skull missing its lower jaw and with coins over its eye sockets, hovering above a tattered canvas sailcloth draped over a disembodied ship mast.

Dishrag Dervish

Level: 4
Alignment: Chaotic Evil
Size: Large

  • Muck Monster: Dishrag dervishes manifest as grubby dishrags, splintered brooms and buckets of scummy dishwater that terrorise anyone who still dares patronise the sinful business.

Curtain Caller

Level: 10
Alignment: Chaotic Evil
Size: Gargantuan

  • Merger of Souls: A curtain caller manifests when a stage production becomes the deathtrap of an entire troupe. These dozens of souls are trapped and compounded into a single tortured, wrathful entity, doomed to haunt its theatre for eternity.
  • The Prima Donna: Curtain callers despise anyone who dares to interrupt their singing with a counter-performance. A performer who plays along with or augments the curtain caller's eternal concert, without trying to upstage or outdo it, might win its favour.

    Skeletal Monstrosity 
Level: 10
Alignment: Neutral Evil
Size: Gargantuan

  • Ballistic Bone: Skeletal monstrosities can fling their bones at foes. Because they can incorporate other bones into their own bodies, skeletal monstrosities never lack ammunition.
  • Walking Ossuary: A skeletal monstrosity is scraped together from the bones of multiple smaller creatures, glued them together with resin or magic before being animated. Large dinosaurs are popular bases to work from. The crafter can then sharpen the bones of smaller animals and fasten them around the core.

    Slaugh 
Level: 8
Alignment: Neutral Evil
Size: Medium

  • Chronic Backstabbing Disorder: Though the methods for creating slaughs are well known, few dare to raise them because slaughs have an outsized reputation for treachery and betrayal.
  • Frontline General: Slaughs wade into the battlefield with glee, setting a prime example for their underlings.
  • Many Spirits Inside of One: In order to create a slaugh, a necromancer must collect a retinue of formidable souls—only the strongest and most imposing warriors will do. A single hulking corpse is used to bind these souls into one being.
  • Sinister Scythe: Slaughs are towering undead abominations wielding a fearsome skull-bedecked scythe.
  • Soul Power: A slaugh can tap into the power of its constituent souls to either release waves of necromantic energy or funnel power into its strikes.

    Unarmored 
Level: 12
Alignment: Chaotic Evil
Size: Medium

  • Mooks Ate My Equipment: When a fighter spends their final moments lamenting that they would have survived if only they had better armour, their spirit can rise as an unarmored. To ensure that well-equipped foes also suffer its fate, an unarmored spirits away its victim's armour to the Ethereal Plane before striking.

    Veenlijk 
Level: 7
Alignment: Neutral Evil
Size: Medium

  • Infernal Retaliation: A veenlijk's body is highly flammable, and when ignited it becomes a smoky conflagration, dealing damage to both itself and adjacent creatures.
  • Mummy: A veenlijk comes into being when a humanoid is strangled to death and its corpse is disposed of and subsequently preserved in a swamp.
  • Roaring Rampage of Revenge: When the veenlijk rises, it may at first seek to avenge its death, hunting down anyone it deems complicit in its terrible fate. Most veenlijken end up indiscriminately targeting anyone who happens to cross their path.

    Venomous Snakedead 
Level: 2
Alignment: Neutral Evil
Size: Medium

  • Human Sacrifice: Venomous snakedead are created through vile arcane means during which a sentient humanoid is sacrificed by being bitten numerous times by venomous snakes.
  • Poisonous Person: A venomous snakedead's fangs drip with venom.
  • Snake People: A venomous snakedead retains its humanoid body but shows clear signs of its fate: fangs dripping with venom and a long, sinewy neck.

    Windborne Dead 
Level: 10
Alignment: Chaotic Evil
Size: Medium

  • Destination Defenestration: Sometimes, windborne dead arise from spellcasters who are simply and unceremoniously flung from the top of a rival wizard's tower.
  • Teleporter Accident: Many windborne dead manifest when teleportation magic goes terribly awry, leaving the caster stranded high into the atmosphere, without the most basic feather fall spell as a contingency.

Spirits

    Arrongtata 
Level: 3 (hawk rider), 4 (commander), 5 (swarm)
Alignment: True Neutral
Size: Small (individual), Large (swarm)

  • The Blank: Arrongtata's abandonment of their kami duties cost them their face. To overcome this, arrongtata bound their bodies to a shield face crafted from natural materials.
  • Hive Mind: An arrongtata battalion works like a hive mind due to arrongtata's telepathic connection and rigorous military training.
  • Horse of a Different Color: Certain arrongtata spend a significant amount of time to form a bond with a wild hawk and train it to be their mount.
  • Jousting Lance: Arrongtata hawk riders trade out the traditional arrongtata spear for a tiny longspear and javelins.
  • Summon to Hand: An arrongtata commander can teleport its face from anywhere into its hand.

    Atoning Spirit 
Level: 6
Alignment: True Neutral
Size: Medium

  • A Form You Are Comfortable With: An atoning spirit may appear in any form it likes, preferably that of someone close to the target: a deceased loved one or an older or younger version of the target itself.

    Kami 

Kawakami

Level: 9
Alignment: True Neutral
Size: Medium

  • Making a Splash: A kawakami can cover allies in healing water in restorative state, or unleash an explosion of water in destructive state.
  • Stance System: A kawakami exists in one of two states: destructive or restorative. Their state is determined by their current temperament and changes when they use specific abilities.
  • Supernatural Suffocation: In destructive state, a kawakami can cause water and mud to rapidly swell from a creature, forcing it to hold its breath.

    Living Bones 
Alignment: Neutral Good
Size: Any

  • Dem Bones: Living bones are created when a skeleton comes in contact with vitality energy and is not destroyed but transformed. They still retain their previous bony visage with a warm glow around them.
  • Oxymoronic Being: The living bones is something that shouldn't be possible, the result of void energy that animates a skeleton being almost completely extinguished and replaced with vitality energy. There is lively debate in the more obscure academic circles on whether or not an undead animated by vitality energy is technically still an undead (in gameplay terms, it is in Dungeons & Dragons 5th Edition but not in Pathfinder 2nd Edition).

    Writer's Block 
Level: 5
Alignment: Chaotic Neutral
Size: Small

  • Died During Production: When an author is utterly fixated on their goal and keeps a white-knuckled grip on their quills but still fails to deliver their magnum opus, the visceral force of their drive to create lingers on. While the author did not create a manuscript, they’ve brought something else into the world: a literary spirit animated by their obsession, frustration and regret.invoked

Elementals

    Ferropaceon 
Level: 10
Alignment: True Neutral
Size: Large

  • Magnetism Manipulation: The ferropaceon has a naturally smooth magnetic shell upon which it single-mindedly hoards any magnetic materials it can find. The oldest ferropaceons can control their magnetic fields to such a degree that they can wield metallic weapons, oscillating their magnetism so that the weapon hovers around them and strikes at their command.

    Frenzied Trashfire 
Level: 8
Alignment: Chaotic Neutral
Size: Large

  • Muck Monster: A frenzied trashfire is an elemental creature formed of a large, roiling mass of trash and debris, surrounded by fire. These creatures can spring up without warning in trash yards or polluted areas.
  • Unstoppable Rage: Frenzied trashfires are sentient but always described as driven by a relentless rage, usually directed at the markers (or excesses) of civilisation.

    Q-Metal Morphoid 
Level: 14
Alignment: True Neutral
Size: Large

  • Didn't Need Those Anyway!: Q-metal morphoids are able to create multiple appendages from their bodies and throw them at enemies. Enterprising individuals have attempted to taunt morphoids into doing so in order to collect q-metal and run away.
  • Fantastic Metals: Q-metal morphoids are metal elementals made of q-metal, a strange silvery metal that bursts into flames when struck.
  • Multi-Armed and Dangerous: A q-metal morphoid can have up to six attached limbs at any time.
  • Spin Attack: The q-metal morphoid can spin around like a whirlwind of death, attacking nearby creatures with each of its current limbs.

    Zuggle 
Level: 2
Alignment: Chaotic Neutral
Size: Small

  • Big Creepy-Crawlies: Nearly all zuggles resemble a large caterpillar or wood weevil made of elemental matter.
  • Phlebotinum Overdose: A zuggle that feed on too much elemental energy risks exploding.

Ethereal

    Killing Intent 
Level: 4
Alignment: True Neutral
Size: Large

  • Abstract Eater: Killing intents feed on pure bloodlust.
  • Demonic Possession: When a killing intent locates a suitably strong host, it possesses the body and goes on a murderous rampage. Once its possession has run its course or it runs out of victims to kill, a killing intent leaves the confused host to deal with the bloody aftermath.

Astral

    Unraveler 
Level: 7
Alignment: Chaotic Neutral
Size: Medium

  • Blue-and-Orange Morality: Being messengers and scholars of entropy, it can be difficult to predict an unraveler's actions and motives. At times, it might visit only to sate its curiosity; other times, it might be delivering a message for powerful beings; still other times, it might try to unravel everything in its path for incomprehensible reasons.
  • Mooks Ate My Equipment: Objects hit by an unraveler's strike or weapons that strike it in melee begin to physically fall apart at the seams like frayed rope.
  • Shipless Faster-Than-Light Travel: When in vacuum, an unraveler can travel long distances faster than light.

Celestials

    Agathion 
Alignment: Neutral Good

Osphranteal

Level: 10
Size: Large

  • Arch-Enemy: While osphranteals despise any kind of evil, they hold a special enmity toward daemons in general and meladaemons in particular. No one knows where this ancient grudge came from.

Monitors

    Inevitable 
Alignment: Lawful Neutral

Arcarayut

Level: 10
Size: Small

  • Crystalline Creature: An aracarayut looks like a fist-sized filigreed diamond orbited by two marbles—one jet black, one bone white.

    Psychopomp 
Alignment: True Neutral

Fylaka

Level: 6
Size: Medium

  • The Nose Knows: Fylakas can sniff out souls from incredible distances, and they are relentless in their pursuits. The mere sight of one of these skull-faced bloodhounds is often enough to motivate a wandering soul to fall back in line.
  • Skull for a Head: A skeletal mask mimicking the fylaka's own bone structure covers its face.
  • Your Soul Is Mine!: Fylakas try to trap souls in their expansive rib cages, within which divine energy weakens the prisoner and keeps it from escaping, and escort them to where they need to be.

Fiends

    Daemon 
Alignment: Neutral Evil

Ardeodaemon

Level: 4
Size: Small

  • Dirty Coward: Ardeodaemons avoid confrontation if possible, preferring to watch the conflagration from afar and only attacking those who try to douse or suffocate their fires.
  • Pyromaniac: Believed to be formed from the corrupted souls of those who died in horrific fires, ardeodaemons seek to inflict tragic and irreplaceable damage with arson. If left to their own devices, ardeodaemons scout out their targets for days, finding the best ways to maximise the damage before acting.

Creusadaemon

Level: 7
Size: Medium

  • Beast Man: Creusadaemons resemble humanoid fleas with reptilian mouths and eyes.
  • In a Single Bound: Creusadaemons boast amazing leaping abilities thanks to their long, powerful legs.
  • Teeth-Clenched Teamwork: Since creusadaemons are highly unpredictable, bouncing from foe to foe and even inadvertently curing diseased adversaries, many other daemons view their flealike kin as nuisances.
  • Unwanted Assistance: The same magical fever that a creusadaemon induces in a mortal can, in fact, ultimately purge the victim of a disease inflicted by some other daemon.

Senidaemon

Level: 7
Size: Medium

  • Stealth Expert: Senidaemons are masters of stealth, bodiless and shrouded in perpetual silence.
  • Straw Nihilist: Senidaemons, who embody death by entropy itself, lack most trappings of individuality. Their alien minds are unconcerned with hope, meaning or even survival. Senidaemons exist to destroy, and if one believes a course of action leading to its death would lead toward a faster extinction of the universe than would its survival, it will kill itself.

    Devil 
Alignment: Lawful Evil

Coromn

Level: 6
Size: Medium

  • Artifact of Doom: A coromn achieves its foul agenda by appearing as beautiful royal finery before an unsuspecting ruler. Upon donning a disguised crown devil, a sovereign, no matter how just and beneficent, becomes a puppet tyrant subject to its every whim.
  • The Corrupter: Coromns spend the majority of their time spreading corruption and dissent in the lands of mortals. Though less physically imposing or intimidating than their kin, coromns can destroy entire nations thanks to their silver tongues.

Excubitor

Level: 8
Size: Medium

  • Human Disguise: When an excubitor is contracted to protect a principal, the contract specifies a specific alternate form for it, usually a humanoid. More than one would-be hero has confronted a villain only to first fall to that villain's 'secretary'.
  • Just Following Orders: Excubitors are forged from the souls of mortals who aided and abetted the evils of others. The reward for a devil who in life was just following orders is an eternity of following the orders of mortals.

Siluvain

Level: 4
Size: Medium

  • Human Disguise: Memento devils sow discord by assuming the identities of the dead. So long as it possesses cherished grave goods, a memento devil can transform itself into a perfect copy of any deceased mortal, access the deceased's memories and use this knowledge to torment the living.

    Kharozat 
Level: 20
Alignment: Neutral Evil
Size: Large

  • Demon of Human Origin: These fiends were once the highest judges in a long-forgotten empire, tasked with trying and sentencing the most heinous criminals.
  • Judge, Jury, and Executioner: In its domain, a kharozat maintains order by declaring judgement and enacting whatever sentences it considers to be appropriate.
  • Two-Faced: Every kharozat has three masked faces, each representing a different aspect of the adjudication process and a corresponding alignment: judge (Lawful Neutral), prosecutor (Lawful Evil), and executioner (Chaotic Evil).

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