BEASTS: Some of the most abundant monsters in all the lands, you will find these guys as often as you will find humanoids. They are a little more common than undead, and a lot, a lot more abundant than dragons.
Giant Rat: It’s a rat and it’s giant. Plus it’s weak. Deals 1d10 + 5.
Poisonous Rat: It’s a rat and it’s kind of big, but not really. Ah well, at least it’s poisonous. Deals 1d10 + 5, and inflicts Weak Nature Poison, which deals 5 damage every turn for three turns.
Skaraclid: It looks like a scorpion, only it’s about as big as a three story house. It has a single eye, which is located between its two pincers (which are each as big as a car). The single eye can fire a blast of energy that automatically deals 60 damage. The eye blast can only be used twice per encounter. Each of its pincers deals 2d20, and whenever it attacks with them it uses both on one turn. Its last attack is stinging with its gigantic tail, which is about fifty feet long. This deals 3d20 and has a d20 chance (roll 15 or higher) to inflict Strong Nature Poison, which deals 10 damage every turn for three turns.
Desert Scorpion: Each of its two pincers deals 1d10 each, and it can use its tail to cause 1d12 and have a d20 chance (roll 10 or higher) to inflict Weak Nature Poison, which deals 5 damage every turn for three turns.
Pit Scorpion: Each of its two pincers deal 1d5 each, and it can use its tail to cause 1d10 and have a d20 chance (roll 5 or higher) to inflict Long-lasting Poison, which deals 5 damage every turn for 5 turns.
Manticore: This creature is fairly intelligent and travels in packs. It has the body of a lion, the face of a human, and the tail of well… a Manticore. Its Maul attack deals 1d20 x 2. Its Swipe attack deals 1d20 x 3, and pushes the target up to three squares away backwards. Its Manticore Snipe ability deals 1d20, and inflicts Long-lasting Poison, which deals 5 damage every turn for 5 turns (does not stack), and has a range of five squares.
Gryphon: This creature is half-eagle, half-lion. Its broad wings are capable of blowing opponents away, and its awesome look makes all the monsters on the playing field feel more awesome, giving + 5 to their awesomeness level. Its Swipe attack deals 1d20 x 3, and pushes the target up to three squares away backwards. Its Gone with the Wind attack blows the target five squares in any direction, and if it is an Angel that is the target the Angel will be forced to use Take Flight.
Hippogriff: This creature is half-raven, half-horse. It is therefore quite fast, and is able to scare enemies quite a bit. Its Swipe attack deals 1d20 x 3, and pushes the target 1 square away backwards. Its Screech attack makes the target very, very scared, making them run away at their maximum speed.
Iforgetjustmakeupameforit: This creature is… well, let’s just say it makes your equipment mysteriously disappear. You must find it and kill it to get your stuff back.
Wolf: It’s a freaking wolf. It’s gray, it’s got yellow eyes, it’s got teeth. Deals 1d20 -2. If you get a number in the negatives, nothing happens.
Dire Wolf: It’s a freaking dire wolf. It’s kind of gray, it’s got slightly yellow eyes, and yes, it has teeth. Deals 2d20.
Deathjump Spider: Note that, cough cough, its name is not, cough cough, taken from D&D. Deals 1d12, and automatically deals Strong Nature Poison which deals 10 damage per turn for 3 turns.
Flame Beetle: A.K.A. ‘sparky’, these little guys shoot sparks from their little tentacle thingies. Deals 1d10 and can attack from up to 3 squares.
Shadowbat: This little bat just wants to go home, which in the language of the undead means kill everyone in sight. It Can swoop down out of nowhere and can then turn invisible (Wiseguy, imagine where the bat is but don’t put it down). It deals 2d20.
Crockolisk: When crocodiles swim to the Fungi Kingdom, a particular kind of plant known as Crocodiley Deadlius that rubs off against it transforms it into a giant, 20 foot long monster that has six legs and can breathe acid. Its bite attack deals 1d12 and has a 1d6 chance (roll 3 or higher) to cause Long-lasting poison, which deals 5 damage per turn for 5 turns. Its acidic breath attack dissolves any armor made out of metal, and can be used every 3 turns. The armor piece must be repaired before it can be used again.
Giant Rat: It’s a rat and it’s giant. Plus it’s weak. Deals 1d10 + 5.
Poisonous Rat: It’s a rat and it’s kind of big, but not really. Ah well, at least it’s poisonous. Deals 1d10 + 5, and inflicts Weak Nature Poison, which deals 5 damage every turn for three turns.
Skaraclid: It looks like a scorpion, only it’s about as big as a three story house. It has a single eye, which is located between its two pincers (which are each as big as a car). The single eye can fire a blast of energy that automatically deals 60 damage. The eye blast can only be used twice per encounter. Each of its pincers deals 2d20, and whenever it attacks with them it uses both on one turn. Its last attack is stinging with its gigantic tail, which is about fifty feet long. This deals 3d20 and has a d20 chance (roll 15 or higher) to inflict Strong Nature Poison, which deals 10 damage every turn for three turns.
Desert Scorpion: Each of its two pincers deals 1d10 each, and it can use its tail to cause 1d12 and have a d20 chance (roll 10 or higher) to inflict Weak Nature Poison, which deals 5 damage every turn for three turns.
Pit Scorpion: Each of its two pincers deal 1d5 each, and it can use its tail to cause 1d10 and have a d20 chance (roll 5 or higher) to inflict Long-lasting Poison, which deals 5 damage every turn for 5 turns.
Manticore: This creature is fairly intelligent and travels in packs. It has the body of a lion, the face of a human, and the tail of well… a Manticore. Its Maul attack deals 1d20 x 2. Its Swipe attack deals 1d20 x 3, and pushes the target up to three squares away backwards. Its Manticore Snipe ability deals 1d20, and inflicts Long-lasting Poison, which deals 5 damage every turn for 5 turns (does not stack), and has a range of five squares.
Gryphon: This creature is half-eagle, half-lion. Its broad wings are capable of blowing opponents away, and its awesome look makes all the monsters on the playing field feel more awesome, giving + 5 to their awesomeness level. Its Swipe attack deals 1d20 x 3, and pushes the target up to three squares away backwards. Its Gone with the Wind attack blows the target five squares in any direction, and if it is an Angel that is the target the Angel will be forced to use Take Flight.
Hippogriff: This creature is half-raven, half-horse. It is therefore quite fast, and is able to scare enemies quite a bit. Its Swipe attack deals 1d20 x 3, and pushes the target 1 square away backwards. Its Screech attack makes the target very, very scared, making them run away at their maximum speed.
Iforgetjustmakeupameforit: This creature is… well, let’s just say it makes your equipment mysteriously disappear. You must find it and kill it to get your stuff back.
Wolf: It’s a freaking wolf. It’s gray, it’s got yellow eyes, it’s got teeth. Deals 1d20 -2. If you get a number in the negatives, nothing happens.
Dire Wolf: It’s a freaking dire wolf. It’s kind of gray, it’s got slightly yellow eyes, and yes, it has teeth. Deals 2d20.
Deathjump Spider: Note that, cough cough, its name is not, cough cough, taken from D&D. Deals 1d12, and automatically deals Strong Nature Poison which deals 10 damage per turn for 3 turns.
Flame Beetle: A.K.A. ‘sparky’, these little guys shoot sparks from their little tentacle thingies. Deals 1d10 and can attack from up to 3 squares.
Shadowbat: This little bat just wants to go home, which in the language of the undead means kill everyone in sight. It Can swoop down out of nowhere and can then turn invisible (Wiseguy, imagine where the bat is but don’t put it down). It deals 2d20.
Crockolisk: When crocodiles swim to the Fungi Kingdom, a particular kind of plant known as Crocodiley Deadlius that rubs off against it transforms it into a giant, 20 foot long monster that has six legs and can breathe acid. Its bite attack deals 1d12 and has a 1d6 chance (roll 3 or higher) to cause Long-lasting poison, which deals 5 damage per turn for 5 turns. Its acidic breath attack dissolves any armor made out of metal, and can be used every 3 turns. The armor piece must be repaired before it can be used again.
Techno-fly: they are a tiny little fly that some how got into a computer, discovered time travel, went back in time just to annoy you with puny lazers. usually travels in packs and can give you radioactive poisoning. very weak, 1d6 minus 2 each.