-
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
-
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
-
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
-
Cannibalistic Humanoid Underground Dweller Group, Small, Construct, Terrifying Claws (d4damage) 3 HP 0 armor Close Special Qualities: Darksight, Toxic mutant, Former human Beings that were once human, but have been mutated by exposure to radioactive, chemical or alchemist's magical waste into hideous, flesh-eating creatures that often prey on the homeless from underground lairs like sewers. Also known as C.H.U.D. When food is scarce C.H.U.D. can hibernate in their toxic mutation pools for long periods. They can not reproduce by normal methods. Instinct: Ambush
- Consume
- Devour
- Gnaw
-
Idim Tarak - Dragon Angel Priest of Guldoon Group, Divine, Intelligent, Terrifying Divine Magic (d8+2 damage) 6 HP 2 armor Close, Ignores Armor, Far Special Qualities: Flying, Dragon Wings that are large and feathered like an Angel A hideously ugly priest of Guldoon with dragon wings that are big and feathered like an angel's. She is supremely devout and dedicated to resurrection of the great Guldoon. She also wields a vial that she believes is his blood and may be the source of her wings. Instinct: To Eliminate non believers
- Worship Guldoon
-
Demon Ray Group, Huge, Organized spiked tail whip ([1d8] damage 1 piercing) 10 HP 1 armor Reach, close Special Qualities: Stealthy, nearly silent movement, difficult to spot in darkness, has neutral buoyancy in air, flight Shadowy charcoal grey creatures similar in shape to manta rays. Nearly 25-feet wing tip to tip. 12-feet snout to rear. 3-feet thick at its head tapering back to the rear. Two 12-feet long whip like tails ending in 6-inch long armor piercing razor sharp barbed spikes. It moves in stealthily in the darkest of night skimming the ground low enough to whip its barbed tail into unsuspecting prey. Most often hunts in pairs, as part of a larger hunting pack of a dozen or more rays. Instinct: to hunt prey and return it to the brood.
- Impale prey, Charge or retreat in the stealth of night, Escape with its quarry.
- calls nearby rays for help when immobilized or low on HP
-
Evil Vengeance Group, Intelligent, Terrifying Ragged Bone Blade (b[2d10+4] damage) 10 HP 5 armor Close, Forceful Special Qualities: Dreadful armor The leader of the Old Orcs. His armor is dreadful to look at because it is covered in skulls and body parts, from his enemies. His Sword is made from the thigh bone of a giant he slew in battle. Instinct: To Rule the Old Orcs
- Challange someone to a duel
- Strike terror by showing the dismembered body parts
- Disarm the opponent
- Break the opponents equipment
-
Åld Orc Horde, Organized, Intelligent Any type of steel blade (d8+2 damage) 3 HP 2 armor Close, Forceful One of the oldest Races of orcs. Savage and fierce. The ruler has "The Blood Right", which is granted by taking the blood, from all who opposes the ruler. Instinct: To dominate the land
- Attack with brutal force
- Summon the tribes by sounding the War Horn
-
B'zac'thul Solitary, Huge, Magical, Intelligent, Planar, Terrifying Ensnare - wrapping his tentacle like arms and pulling his victims into the beak on his chest (d12+7 damage) 24 HP 4 armor Reach, Forceful, Near Special Qualities: With tentacled arms, scaly skin, eagle like talons for feet & octopus like beak in his chest, he has a surprisingly attractive face and boned formed crown. The demon towered a full 18 feet (5.5 meters) in height,[1] his body at once sinuous like that of a snake and powerful like that of a great ape. Surprisingly handsome face with cold blue eyes, and messy hair from which emerges a crown formed of his own skull, leering down from atop his lumbering shoulders, from which two long tentacles writhed. In his torso was a bone destroying, octopus like beak. His lower torso was saurian, like some great reptile with blue-green, scaly skin. His legs became bird like with large talons. He had an immense forked tail. Instinct: To rule & take power
- Dominate - his crushing demonic presence bend others to his will
- Summon lesser demons from the abyss