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Titan of Refined Corruption Solitary, Huge, Magical, Planar, Construct Fists of refined corruption (d10+5 damage 2 piercing) 28 HP 4 armor Reach, Forceful, Messy Special Qualities: Body of refined corruption, Corrupt miasma When encountered in somewhere far more literal, such as the more infernal realms, corruption tends to manifest as a viscous - almost lava-like fluid, usually seen as a dark purplish hue of some kind. At times it manifests in a more concentrated form, usually in veins akin to veins of ore in the mortal world - and in this case tends to be more solid - if not crystalline - in nature. Few mortal alchemists would consider the idea but amongst the desperate and depraved that lurk in those places, some seek to refine concentrated corruption to an even greater degree. If that was possible one could (if so foolish) build an automaton out of such a substance, lashed together by fell magic and ill intent, such an automaton could be feared even in such a dark place. Luckily that is not only incredibly unlikely but also far beyond our own world... right? Instinct: To corrupt
- Corrupt or destroy with beams of corrupt energy
- Vomit forth abyssal magic beyond mortal comprehension
- Manipulate corruption and the corrupted
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Root Ball Solitary, Large, Cautious, Amorphous (d10 damage) 23 HP 3 armor Reach, Near This is a ball of roots from a larger plant-creature that exists elsewhere in The World. It desires to maintain itself and can take simple actions to do so. This is mostly stationary- it is an obstacle, but if you defeat these roots, rest assured: you'll be dealing with the thorns soon enough. Instinct: to drink, as much water as it can manage.
- Entangle and Ensnare
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Ice Sculpture Solitary, Stealthy, Construct freezing screech (d10 damage) 12 HP 4 armor Close, Ignores Armor Special Qualities: resists the cold, despises the fire In the frozen north, mad mages and artists have been known to construct vampiric statues of solid ice from terrifying nature spirits. These "creatures" are then delivered under the guise of being normal decorations, often with monikers such as "nevermelt ice sculptures" and the like. The price is too good to be true, in this case--the ice sculptures lie in wait, freeze the blood of their victims' bodies, and then magically drain it to prolong their existence. Some say that it drinks punch as well. Instinct: Instinct: to bloody the waters
- drink the blood of the frozen
- indistinguishable from a nonmagical sculpture of ice
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The Buffetleaux Solitary, Large, Terrifying horns of plenty (of pain) (d10+4 damage) 16 HP 0 armor Forceful, Reach Special Qualities: body of food, apple of its eyes Sometimes, a buffet goes horribly, horribly wrong. Some wizardly chef decides to infuse their meats with the Arcane, and hell breaks loose. It thinks it's an animal, yearning to be free, but it's an arrangement of cooked food spun into what appears to be a horned beast. It can be calmed, but the thing won't survive in the wild. Instinct: Instinct: to escape and rampage
- bash straight through a wall
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Miring Corruption Solitary, Large, Planar, Terrifying Wave of corruption (d10 damage 1 piercing) 24 HP 1 armor Reach, Ignores Armor Special Qualities: Fluid Form, Impurity manifest To witness liquid corruption is to witness one of the more fundamentally disturbing aspects for the more infernal realms. However, corruption in of itself cannot exist in a vacuum, as a concept it only works as something happening or having happened to something else. The paradoxical nature of this substance existing sometimes has such a strong effect that it leads to it spontaneously manifesting a will of sorts - however primal and unfettered by intellect, but nonetheless drawn to corrupt all that they find... Instinct: To corrupt
- Flow through or around things, to your dismay
- Corrupt its surroundings
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Corrupt Quasit Skeleton Horde, Planar Corrupted Hellish weaponry (d6 damage) 7 HP 3 armor Close Special Qualities: Demonic undeath Undeath is a tricky business. Demons are too, tricky business. Few think it is possible to mix up the two but where the real and imagined dance past one another what is not possible becomes harder to define. It might just be the conditions that would allow such a thing to occur have not readily happened... until now. These conditions are visible upon its skeletal form, for dark purple crystals that hiss with a corrupt miasma have overgrown nearly half of this creature - perhaps even the more blighted parts of the infernal realms may be too much even for demons... Instinct: To corrupt
- Attack with abandon
- Inflict pain
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Barghest Group, Devious, Intelligent, Planar Bite and Claw (d6 damage) 6 HP 2 armor Close Spell-Like Abilities: At will—blink, levitate, misdirection (DC 14), rage (DC 15); 1/day—charm monster (DC 16), crushing despair (DC 16), dimension door. DR5/Magic Instinct: To grow stronger by feeding
- Devour body and soul
- Double size after feeding 3x.
- To vanish without a trace
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Wood Caller Group, Magical, Intelligent, Planar Splinter barrage (d10 damage) 10 HP 1 armor Close, Near From the dawn of the wood, we were there. Man has pushed against our forest boundaries. We're here to push back Instinct: To recapture territory for the forest spirit
- Command wood spirits
- Summon Wood Elemental
- Elemental resistance
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Barkfish Group, Tiny sharp fangs (d8-2 damage 1 piercing) 6 HP 0 armor Hand, Near Special Qualities: wings and gills Some beasts should stay in the water. Barkfish are nasty little fish created by the Arcane in wooded areas, and they love to chew on just about anything. They don't cook up particularly well, unfortunately, and they can also hide amongst trees, but at rest, their heads stick out from their hiding holes. If left unchecked, they eat a lot of squirrels. Instinct: dig into flesh and wood
- dive amongst trees
- burrow into the earth
- chew apart something wooden
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Glacier Hare Group, Small, Hoarder, Terrifying Pounce (d8+2 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Powerful legs, Drooling Fangs The failed experiment of a mage attempting to make the people of the ice more resilient, these artic hare/human hybrids long for what they cannot have. Living in the network of chasms beneath glaciers and searching for what is lost beneath the ice, they will kidnap anyone that strays too far from help and force them to give lessons on how to be people. They are more than willing to trade but get confused easily, which leads them to flee with bounds of their powerful legs or attack if cornered. While they are able to trade with nearby settlements via drop off points and read simple messages, traders have to be careful not to visit them in person. Those the hares take rarely return. Instinct: To be like people
- To Scavenge
- To Flee