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Kaelith Tech-Claw Solitary, Small, Organized, Grid Access Grid-Slash (d6+2 damage) 12 HP 0 armor Close, Reach, Ignores Armor A Kaelith who specializes in manipulating the Grid. They use their knowledge and skills to assist and strengthen allies. When needed, they form giant claws made from the grid that can slice foes with in reach. Instinct: To protect and defend the clan.
- Grid-Manipulation
- Firewall
- Grid-Call Allies
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Kaelith Warrior Group, Intelligent Nano Claws (b[2d8] damage, hand 2 piercing) 6 HP 2 armor A warrior of the Kaelith clan in a full suit of combat armor. They work in small groups to achieve the goals of their clan, whatever that may be. They are skill warriors, highly maneuverable and athletic, and rather stealthy. Their primary weapons are their nano claws which slice through metal with ease. At range they hurl thin energy bolts like throwing weapons. Instinct: Forward the goals of their clan.
- Agile Attack
- Plasma Kunai
- Quick Distraction
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Verdant Prince Solitary, Magical, Stealthy, Devious, Intelligent, Planar Quaterstaff (d8 damage) 12 HP 4 armor Close, Ignores Armor, Near, Far A type of cruel Fey, the Verdant Prince is a petty tyrant and deal-maker driven only by cruelty and narcissism. Effortlessly beautiful and cunning, most Princes are practiced in appearing charming and even-handed, but will upend any bargain for maximum pain and suffering. Each Prince is connected to the season in which they are born, and so are their bargains and cruel curses. A Summer Prince may steal your inner fire; Spring may ensure all your food rots. Autumn and Winter princes are worse, with Autumn Princes laying curses of foul harvest and plague, while Winter Princes may freeze your heart solid and wear it as a jewel. Deals made with Verdant Princes are oath-bound. To break your oath sickens you and will kill you. Instinct: To strike a cruel bargain
- Shapeshift
- Reveal a cruel subclause
- Wield seasonal nature magic
- Wreak a terrible curse
- Enact a Fey law
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Puppeteer Solitary, Tiny, Magical, Devious, Intelligent Spirit Slice (2d8-2) damage 12 HP 4 armor Hand, Far A small jester figurine containing a fiendish spirit of malace. It seeks to control living creatures to do its violent bidding. It feeds off the malace and suffering of those nearby. Instinct: To feed of the malace of others by controlling nearby living creatures and causing havoc with their actions.
- Malace Marionette - On each of the puppeteers turn, it can control up to 3 people affected by Spirit Strings.
- Spirit Strings - When a living creature is nearby, the puppeteer can attempt to wrap its spirit strings around the living creature. Roll +Wis (-Wis of the target), on a 10+, the puppeteer has control over the living creature for 1 round. On a 7-9, the puppeteer can give an order to the living creature. If the order is an attack on another living creature, the living creature can roll +WIS to resist fulfilling the order. On a 6 or lower, the living creature is immune to spirit strings for 2 rounds. If a creature takes damage, the spirit strings are broken and the creature is immune to spirit strings for 1 round.
- Consume Malace - Half of the damage done to living creatures within eyeshot of the puppeteer is transfered to healing the puppeteer.
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Vy-Dalak Solitary, Intelligent, Planar, Terrifying d12 24 4 armor close, ignores armor Special Qualities: Aura of despair, partially immaterial, cannot truly die when connected to the void The Vy-Dalak willingly surrendered themselves to the Void long ago. What remains is something halfway between prophet, corpse, and living portal. Their bodies are wrapped in blackened ceremonial cloth and fractured armor etched with impossible symbols that seem to move when unobserved. A Vy-Dalak does not rush into battle. It arrives slowly, confidently, already certain of the outcome. The air grows colder near it. Sounds become muffled. Even brave warriors feel their courage begin to rot. Anyone who first stands before a Vy-Dalak and does not immediately flee or steel themselves should feel overwhelming dread. Even seasoned warriors instinctively know this thing is wrong. For those who have not prepared themselves against it, any encounter with a Vy-Dalak will leave them confused for at least a day (~1d4). Instinct: To corrupt, consume, and open the way for the Void
- Extinguish all non-magical light
- Corrupt a living creature into a Vy-Atharo
- Phase through walls or weapons like smoke
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Vy-Atharo Group, Divine, Intelligent, Terrifying void-touched dagger (1d8+2 damage 1 piercing) 12 HP 2 armor Close Special Qualities: Inky Black Skin and Deep Void Eyes Vy-Atharo are captured, void-corrupted souls of those who were captured by the Vy-Dalak. While they are unwilling, they are completely corrupted, capable of only serving their masters--both in word and in intent. Instinct: to obey its mater
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Experiment Chuha Solitary, Intelligent, Construct Strength-laden blows (d10+2 damage 1 piercing) 20 HP 2 armor Close, Forceful Special Qualities: Aura of chaos and blight, Overwhelming physical power With great power comes great responsibility. Many say this but few actually know what it means. When managing to gather great magical power and divine puissance, one can do many things. Creating living weapons is one of them. Experiment Chuha is one of them, although rodentine and humanoid in appearance - this appearance is not due to the experiment. Power unrelenting however, was, but unintentionally the blossoming of chaotic and blighting power that flows out of it at all times make this only a semi-successful experiment... for now. One day its creatures hope to create a way to better channel its abilities passively, and then... Instinct: To be free
- Channel chaos and blight by will alone
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Echo Spores Group, Stealthy, Magical, Devious Steal knowledge (d4 damage) 10 HP 0 armor Close, Ignores Armor Spores that recreate the moments of the last creature they infected. Anything that comes into contact with them has its memories erased, replaced by the spores' collective knowledge. Instinct: Repeat the past
- Possess the living
- Become incorporeal
- Grow spore - All fungi grow more quickly when they're near
- Parasitic memories
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Skitteritch Horde Horde, Small, Devious, Organized Bite, strike, crush (d4 damage) 11 HP 3 armor Close, Near Special Qualities: Spore Bloom The Skitteritch were once a peaceful race of insects from the black desert. But that was before the Mycelarchs infected them with their psychedelic spores. Now they guard the fungal cities as mindless slaves, heedless of death or danger as they follow their master's will. Instinct: To infect
- Swarm
- Infectious Spore - Rolling a 6- can lead to infection
- Fungal mind
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Glasgyol Group Claws of glas (d8+2 damage 1 piercing) 14 HP 3 armor Close, Forceful men made of the same dark violet crystal as the glas columns that sprout from the haunted hill of DruggĂ´l. If you cut yourself on the black rose thorns that sprout on that hill be cautious, you might become one of them. The stand like statues in the forest around the cursed mount but might spring into action to defend the site or to punish those who steal from it. Instinct: Defend the haunted hill
- Claw at their faces