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Madragom Solitary, Organized, Intelligent, Hoarder Crystal Warhammer (b[2d12+2] damage 4 piercing) 16 HP 2 armor Close, Forceful, Ignores Armor, Near A bloody and cruel pirate who has fought for all 13 seas. Few who faced him in battle survived and those who survived became his slaves or crew. His hammer, which is said to have been forged by a deity, is certainly one of the most painful weapons ever created. Instinct: Strive to show your superiority
- bloodthirsty
- Call pirates to attack
- Bring hellfire to earth from it's breath
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The Gatemaster Solitary, Large, Magical, Organized, Intelligent, Hoarder, Planar Aggressive spells of opening and closing (d12 damage) 16 HP 4 armor Ignores Armor, Reach, Near, Far Always the bridesmaid, never the bride. Such is the 'life' of The Gatemaster, a powerful demon noble, embodying a long lost word that means both to lock and unlock, to open and to close. Although their powers are great, and their loyalty can be instrumental in achieving many great things - they themselves can never use their own portals to leave the infernal realms to which they are bound. But there are always fell rumours that there might be a way. It is best not to try to contemplate what might happen should the Gatemaster be released... Instinct: To free/imprison
- Lock or Unlock literal or even figurative locks or seals with but a gesture
- Open portals to anywhere, even other planes, with ease
- Spill forth minions from many portals
- Seal the planar fabric against travel to or away from their presence by will alone
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Giganto-Goblin Solitary Giant Club (d10+4 damage 1 piercing) 12 HP 0 armor Close, Forceful A goblin who forgets what are the restriction of his kind. Maybe it's just an abomination of nature or some crazy magician has given you the wrong potion. Instinct: Smash
- Obeys what it master says.
- Smash something or someone
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Catfishman Horde, Intelligent Catfish whiskers (d6 damage 1 piercing) 3 HP 0 armor Close, Near Catfish man on the bounty poster, wanted for stealing Instinct: To supply
- Sting
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Rural Zil-al-Ghurab Group, Stealthy, Magical, Devious, Organized, Intelligent Twin shadow daggers (b[2d6] damage 2 piercing) 16 HP 3 armor Close, Ignores Armor The rural Raven Shadow assassins are less "perfect shadows" and certainly not genteel, disguised-anywhere murderers, but they are nonetheless extremely dangerous foes. They wield the typical shadow-enhanced weaponry of other Raven Shadows, but are far more rugged and equipped for combat in the wild. They bear a resemblance to the nomadic tribes. They retain the religious fervor and dedication of their city-folk siblings, but with additional tools linked to the wild places of the Tarrakhuna. Instinct: To guard the threshold
- Strike from shadow
- Create clouds of impenetrable darkness
- Call the desert to their aid
- The shadow blades wound body and soul
- Flank an opponent to isolate them
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Akyishigal, Lord of Cockroaches Solitary, Large, Intelligent, Planar, Terrifying Multi-limbed claws (d12+2 damage) 20 HP 2 armor Near Special Qualities: Master of the Hive Mind, Insects crawl over and beneath it's skin At first glance the Lord of Cockroaches looks like an eight foot tall insect in tattered robes. Then the true horror dawns; insects move over it and within it; in some profoundly disturbing way it is composed of insects, and it commands them and all nearby to do its bidding. Akyishigal is a lieutenant of the Crawling Queen, and on her behalf seeks followers as a means of corrupting civilization, rotting it from within. It gathers cultists from among the urban dispossessed, the slum-dwelling poor, and those who lurk in lightless undercities. Instinct: to convert all into insects
- Spew forth insect swarms
- Summon Bugmen drones
- Flee by transforming into an insect swarm
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Duke Winter Solitary, Magical, Divine, Intelligent, Cautious Icy spear (b[2d12+4] damage 1 piercing) 22 HP 5 armor Close, Forceful, Reach Instinct: To Cover the world in snow
- Cover the Battlefield in snow
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Lunara Grismbane Solitary, Magical, Divine, Intelligent, Planar A moonbeam (d12+2 damage) 18 HP 4 armor Close, Reach, Ignores Armor, Far Instinct: To Rule
- Create a prison of moonlight
- Put a foe to sleep
- Strike someone mute
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Shining Horror Group, Divine, Organized, Intelligent, Cautious, Planar, Terrifying Golden swords and spears (b[2d8+2] damage 1 piercing) 8 HP 6 armor Close Special Qualities: Aura of Despair and Shame Resplendent in golden plate and shields, these extraplanar warriors have murky origins. Although seemingly holy in nature they are anything but - and although possessing some spark of the divine within them, they are infernal creatures, footsoldiers of a powerful succubus queen who managed to pervert such a power to her own ends. Their gloriousness is all the more shocking compared to their sheer brutality and the violence that they are willing and able to commit, worse however is the fate of those that they turn into golden statues - to be taken back to their mistress... Instinct: To dominate or serve
- Shine with a blinding, burning radiance
- Summon compatriots with a blow of a golden horn
- Turn things to gold (quickly or slowly) with a touch or a wound
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Blood Arch-antiprophet Solitary, Large, Divine, Magical, Organized, Intelligent, Hoarder, Planar Conjured blood-armoury (d12+2 damage 2 piercing) 18 HP 3 armor Reach, Near The Blood Anti-Saints are a strange and blasphemous lot. Infernal in nature, their leader is known as the Blood Arch-antiprophet, and as the name suggests they do not prophetise things coming to pass, will alter fate in order to make them so - luckily they are only able to work this fell power through the medium of blood, but unfortunately blood is still a fairly fundamental thing to all living creatures. Mercifully they have not been heard of for a long time, and may it stay that way... Instinct: To conquer and dominate
- Cause blood-related events to come to pass
- Wield blood magic with frightening ability
- Beckon forth servants through bloody media
- Sense blood unerringly anywhere on this plane