Hobgoblin, Horse, Hydra, Invisible Stalker
HOBGOBLIN A sturdy, tall goblin with russet skin. Militant and strategic. AC 15 (chainmail + shield), HP 10, ATK 1 longsword +3 (1d8) or 1 longbow (far) +0 (1d8), MV near, S +3, D +0, C +1, I +2, W +1, Ch +1, AL C, LV 2 Phalanx. +1 to attacks and AC when in close range of an allied hobgoblin. HORSE Powerful, swift herd animals that roam open plains. AC 11, HP 11, ATK 1 hooves +3 (1d6), MV double near, S +3, D +1, C +2, I -3, W +1, Ch -2, AL N, LV 2 HYDRA A towering, amphibious reptile with a bouquet of snake heads writhing on long necks. AC 15, HP *, ATK 1 bite (near) +6 (1d8), MV near (swim), S +5, D +1, C +2, I -2, W +1, Ch -2, AL N, LV * Heads. Choose how many heads the hydra has. Each is LV 2, AC 15, HP 11, and can make 1 bite attack. A killed head sprouts into two new heads at the start of the hydra's turn unless cauterized beforehand. The hydra's LV is all the heads combined. INVISIBLE STALKER Intelligent creatures made of flowing air. Often bound to the bidding of evil sorcerers for their peerless tracking ability. AC 13, HP 29, ATK 3 pummel +4 (1d6), MV near (fly), S +2, D +3, C +2, I +2, W +1, Ch +0, AL N, LV 6 Bound. A secret, mundane contingency (such as the touch of a feather) ends the invisible stalker's magical servitude. Invisible. Naturally invisible. Tracking. Can always sense the direction of its chosen quarry.
HARPY Horrific, winged women with vulture-like lower bodies. They keen a hypnotic song. AC 13, HP 14, ATK 2 claw +3 (1d6) or 1 song, MV near (fly), S +1, D +3, C +1, I +0, W +0, Ch +1, AL C, LV 3 Song. Enemies who can hear within double near DC 12 CHA or dazed and drawn to harpy for 1d4 rounds. Immune for 1 day if passed check. HELL HOUND Black wolfhounds with red eyes and jaws dripping with flames. AC 13, HP 19, ATK 2 bite +4 (1d8) or 1 fire breath, MV double near, S +2, D +1, C +1, I -2, W +1, Ch -3, AL C, LV 4 Impervious. Fire immune. Fire Breath. Fills a near-sized cube extending from hell hound. DC 15 DEX or 3d8 damage. Cannot use again for 1d4 rounds. HIPPOGRIFF Fierce, winged creatures with the lower body of a horse and upper body of a giant eagle. AC 13, HP 14, ATK 2 rend +3 (1d8), MV double near (fly), S +3, D +3, C +1, I -3, W +1, Ch -2, AL N, LV 3 HIPPOPOTAMUS Ornery river-beasts as large as cows with round, purple bodies and bulbous snouts. AC 12, HP 24, ATK 2 bite +4 (1d10), MV near (swim), S +4, D +0, C +2, I -3, W +0, Ch -3, AL N, LV 5 Stumpy. ADV on STR checks to grab or drag other creatures.