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Wraith-beast Solitary, Large Bite (d10+2 damage) 16 HP 2 armor Reach Special Qualities: Two heads, Spiny Tail Wraith-beasts come in all shapes and sizes- it's less of a species and more of a catch-all term for the hulking creatures that roam the dreaded Wraithlands. Unfortunately for you, this one has two heads and a foul attitude. Instinct: To kill
- Attack many at once
- Thagomize
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Wraith-Knight Solitary, Intelligent Sword & Mace (d10 damage) 16 HP 3 Armor Close Special Qualities: Undead The soul of a Knight tragically caught in the net of the Wraithlands, doomed to spend eternity serving the next pompous necromancer comes along in need of a guard. Instinct: To Defend
- Inflict pain beyond measure
- Command an undead beast
- Seize with an iron grip
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Jormungandr Solitary, Huge Bite (d12+7 damage 2 piercing) 24 HP 4 Armor Reach, Forceful, Ignores Armor Jormungandr is supposed to be a figure from Orcish mythology, a great serpent that was destined to swallow the world before Woden slew it in his last heroic act. Who knew that the thing's corpse was lying here the whole time? Instinct: To Devour
- Swallow whole
- Constrict
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Pseudodragon Group, Large Claws (d8+3 damage) 10 HP 2 armor Special Qualities: Wings "I'm telling you, I know what I saw. Hany Woode is gone - burned to the ground. It swooped in and burned everything it could before it flew off into the valley. It was a dragon, I swear- and the Giants in the valley know something about it, too." Instinct: To hunt gluttonously
- Spit small flames
- Slink through the trees unseen
- Fly away with prey
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Iron Legion (Miria) Horde, Organized, Construct, Amorphous Sword (d8 damage) 6 HP 3 armor Close Special Qualities: Volatile, Made of Metal The Circle of Hands never found the artifact they sought when they began their archeological expedition to the ruins of Vasna, ancient kingdom of the Sun Elves. What they did find, however, would change the course of their conflict with Eolar forever. Instinct: To Follow Orders
- Drive Enemies Back
- Turn fallen enemies into allies
- Spew Fire
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Iron Legion Group, Organized, Construct, Amorphous Sword (d8 damage) 8 HP 3 armor Close Special Qualities: Made of Metal, Volatile "I'd hoped to never see such arcane devilry again. Yes, I've seen them before...the Iron Elves built them, long ago, before the other Elven kingdoms fell. They gifted the damn things to us. When we found out how they worked, what vile necromancy was at play, we waged a long and terrible war. I suppose old Nellaser kept a few, just in case." Instinct: To Drive Out
- Dive Enemies Back
- Turn fallen enemies to allies
- Spew Fire
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Frost Devil Group, Planar, Terrifying, Amorphous Quicksilver Blade (b[2d8] damage) 9 HP 3 armor Close Special Qualities: Sub-Zero Body Temperature Their body temperature low enough to freeze quicksilver solid - in fact, their weapons and armor are made of it. Just a touch is enough to cause instantaneous frostbite. Instinct: To freeze
- Encase in ice
- Spread the deep frost
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It who stalks the night Group, Stealthy, Planar Claws (d8+2 damage) 6 HP 3 armor Close, Forceful, Near Humanoid shapes about a person size that stalks in the night moving in the shadows, they come from the darker planes. the strangle and take people whom are never seen again Instinct: to devour
- Silent Strangle
- Move into shadows
- Moves between realms
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Azkarix of Many Agonies Solitary, Large, Magical, Stealthy, Organized, Intelligent, Hoarder, Planar, Terrifying Manifested agony (b[2d12+4] damage 4 piercing) 24 HP 6 armor Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Soul-sight, Aura of pain The greatest beings of the infernal realms tend to be known as Archdevils or Demon Princes or similar, and Azkarix of Many Agonies is no different. Spoken of in hushed tones, he is a master of torment - perhaps even *the* master of torment, and has acquired many powerful secrets in his time that alone would make him a terrifying foe. But no, he commands agony with but a thought and can drive people made from suffering and torment. Luckily, it is said that he spends most of his time in his citadel, pouring over his accumulated knowledge, making plans, and supping upon the various agonies that he has acquired over the aeons, but if there's anyone who knows how to break into the mortal realms, then it would be him. Instinct: To torment and rule
- Inflict agony with but a thought
- Manipulate the senses and create false agonies
- Wield arcane secrets of frightening power
- Beckon forth numerous servants from the planar spheres
- Drink agony for nourishment and power
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Greer Group, Organized, Hoarder, Planar, Terrifying Smash n' Stab (d8+4 damage) 6 HP 1 armor Close, Forceful Special Qualities: Str: +3, Dex: +1, Con: +2, Int: -2, Wis: -1, Cha: +0 Greers were humanoid creatures created by the Shadow Lord. They were the first beings the Shadow Lord created and were bred for fighting. Instinct: To kill, destroy, and eat meat
- Hack and Slash: Gets a turn to attack enemies
- War Horn: On its turn can roll a Cha check to call more Greers
- Shadow Made: Causes Despair to NPCs