Lion, Lizardfolk, Mage, Mammoth
LION Tawny great cats that hunt in open plains. Males have manes. AC 12, HP 15, ATK 2 rend +4 (1d8), MV near, S +4, D +2, C +2, I -3, W +1, Ch -3, AL N, LV 3 LIZARDFOLK Crocodilian humanoids with scaly faces, claws, and tails. They dwell in swamps and rivers. AC 14 (leather + shield), HP 11, ATK 1 spear (close/near) +2 (1d6), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2 MAGE Trained wizards who are often members of a sorcerous order. AC 11, HP 27, ATK 1 spell +5, MV near, S -1, D +1, C +0, I +3, W +1, Ch +0, AL L, LV 6 Arcane Armor (INT Spell). Self. DC 12. AC 16 for 2d4 rounds. Blast (INT Spell). DC 12. Far, one target. 2d6 damage. Cancel (INT Spell). DC 13. End one spell affecting a target within near. Levitate (INT Spell). DC 12. Close. Focus. Hover near for duration, vertical movement only. Snare (INT Spell). DC 13. Focus. One humanoid target within near paralyzed for duration. MAMMOTH Massive, shaggy elephants with tusks that reach the ground. AC 15, HP 44, ATK 2 tusks +7 (1d12), MV near, S +5, D +0, C +4, I -2, W +1, Ch +0, AL N, LV 9 Thick Fur. Cold immune. Charge. Move up to double near in straight line and make 1 tusks attack. If hit, x3 damage.
LEPRECHAUN Impish fey who favor green garb and love fooling "tall folk" with promises of gold. AC 13, HP 19, ATK 1 spell +4, MV near, S +1, D +3, C +1, I +2, W +1, Ch +3, AL N, LV 4 Alert. Cannot be surprised. Slippery. Hostile spells targeting the leprechaun are DC 15 to cast. Fool's Gold (CHA Spell). DC 12. Close. One small object or small group of similar objects. Turn objects into silver or gold pieces. Lasts 1 day. Illusion (CHA Spell). DC 11. Create a convincing visual and/ or auditory illusion within near. Lasts until dismissed. Invisibility (CHA Spell). DC 12. Self. Become invisible for 2d4 rounds. LICH A wizard who has completed a necromantic ritual to become a mighty, undead sorcerer. Its withered body is draped in moldering, silk robes, and red marshlights burn in its eyes. AC 16, HP 62, ATK 2 touch +6 (2d8 + paralysis) and 2 spell +7, MV near, S +3, D +1, C +4, I +4, W +3, Ch +3, AL C, LV 13 Supreme Undead. Immune to morale checks. Only damaged by magical sources. Phylactery. Can't be killed while spirit vessel (an object) is intact. Paralysis. DC 15 CON or paralyzed 1d4 rounds. Flight (INT Spell). Self. DC 13. Fly double near for 5 rounds. Null (INT Spell). Self. DC 14. Hostile spells targeting lich are DC 18 to cast. Lasts 1d4 rounds. Shadow Leap (INT Spell). Self. DC 14. Teleport up to 100 miles. Sigil of Doom (INT Spell). DC 15. One target of LV 9 or less within near DC 15 CON or go to 0 HP. Wither (INT Spell). DC 14. 4d8 damage to enemies within a near-sized cube centered on lich.