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The Song of Thorns Solitary, Large, Magical, Stealthy, Devious, Planar, Amorphous Spray of spirit-thorns (b[2d10] damage) 27 HP 7 armor Ignores Armor, Near Special Qualities: Enforce spirit-sight on all around it, giving it control of their perceptions The true heart of the Song of Thorns, the infectious spirit-being that destroyed Zerzura and its Shi makers long and long ago. Only encountered if its primary anchor, the Body of the Song, has already been destroyed. In this form, it is both more vulnerable and more dangerous than ever. Its infectious powers are amplified tenfold; even against those immune to possession, its spirit-thorns can strip away parts of one's soul, potentially destroying who the victim is without ever invading the mind. Further, when exposed this way, the Song will be truly desperate--it needs a new anchor soon, or at least needs to repel or destroy its attackers. Should even this form of it be slain, however, the Song will truly end, its powers returning to the river of spirits that flows from birth, through death, to the Beyond, and back to rebirth. Instinct: Destroy structure and meaning
- Corrupt souls and spread itself
- Manifest multiple spirit-forms--with illusory appearance
- Channeling the essence of those it has consumed
- Its thorns weaken the souls of those they pierce
- It can only be slain by words and symbols, not force
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Body of the Song Solitary, Huge, Magical, Devious, Planar, Terrifying, Amorphous Thorn vines that smash and grab (d10+5 damage 2 piercing) 31 HP 5 armor Reach, Forceful Special Qualities: Its form is a mockery of humanoids, woven from writhing, thorned vines The Body of the Song is the physical anchor of the Song of Thorns. It is not, properly speaking, a "body" at all, instead being the densest and oldest cluster of thorn-vines present in Zerzura--it may even be the original plant host for the Song. However, just because it is not a body proper does not mean it is unimportant; though powerful and well-defended, it is still a potential weakness, as it is in some sense the only "totem" of the Song. Few could approach the Body without being infected and subverted, becoming food and tools for the Song, but if anyone could do so, the Song will strive to destroy them with extreme prejudice. The Body lairs in what appears to be the very heart of the City proper, with enormous vines ten feet across rising from or buried into the ground, between the shattered remnants of arches and scattered cobblestones. Servants of the Song rarely go here, but anyone whose mind has been assaulted by the Song has seen this place in the mind-battles it fights. Instinct: Absorb powerful minds, crush opposition.
- Confuse and infect prey with illusions and deceptions
- Invoke the world-shaping magic of the Shi
- Call upon the denizens of Zerzura to aid it
- Separate the party into mindscapes/shards of spacetime
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Vampire Sorcerer Group, Magical, Intelligent, Terrifying Elemental Bolt (d8+2 damage 1 piercing) 10 HP 0 armor Close, Ignores Armor, Far Special Qualities: Big and wide mouth Met at night in the thick forests close to civilization, many a traveler has succumbed to this monsters charm. Leading them to the once abandoned ruins it calls home, they faced their untimely end. With its oversized mouth it can quickly eat its prey. Would its nature be uncovered, or otherwise have to face danger, it is quick to summon elemental spears to hurl them at its foes. Instinct: To Hunt
- To Bite
- Throw elemental bolts
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Phantom Giant Solitary, Huge, Intelligent ghotly mace (d12+5 damage 1 piercing) 28 HP 0 armor Reach, Forceful Instinct: to avenge
- throw someone with massive swings of it's maul
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Umbral Wisp Group, Tiny, Magical, Stealthy, Devious, Intelligent, Amorphous epsychic giggle (d6-2 damage) 9 HP Hand, Ignores Armor, Near, Far Special Qualities: immune to non-magical damage Wisps specific to The Umbral Forest. They are intelligent and all possess perfect knoowledge of the forest. They can be entreated to help if communicated to properly and usually will. However, they do not understand language. They communicate entirely through psychically transmitted emotion. Strong negative emotions they take as threat. Calm or positive emotions can be used to elicit their help. Instinct: to isolate
- disappear travelers
- teleport someone to a near identical spot in the woods
- remove an isolated opponent from the forest
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Acechador Mant Oor Horde, Planar, Terrifying Hoja del averno (d6+2 damage 1 piercing) 7 HP 0 armor Close Special Qualities: Animado por el fuego Humanoides de piel roja, con semblantes menores de caprino u otra bestia, como cuernos, pezuñas, pelaje, etc. Esclavos por contrato (era eso o la muerte definitiva). Su fuente de poder es la Pira local. Estúpidos pero brutos y rápidos. Blanden hachas, mazos u hojas armas con brutalidad. Instinct: Cumplir el designio del fuego
- Dar caza y someter
- Viajar por el Averno
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Mant Oor esclavista Solitary, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying Lanzadardos de brazo / Látigo (b[2d12] damage 1 piercing) 16 HP 5 armor Close, Far Special Qualities: Látigos , Partes de su cuerpo arden con magia Un esclavista del averno luce como un humanoide cuya escencia, tanto física como mental, han sido quemados por el fuego, volviéndolo en el mejor de los cazos un servidor diligente y tenaz. Llevan un escudo que hacen arder con fuego. Tienen dos látigos distintos, uno para apresar y otro para "entintar". Este último es el tentáculo de una criatura amorfa que los avernarios cultivan con fines bélicos. Una persona entintada atraerá a todos los acechadores en un radio de 100 metros. Además tienen en su antebrazo una maquina que lanza dardos, tipo ballesta. Instinct: Capturar con cadenas ardientes
- Capturar criaturas de la superficie
- Entintar
- Comandar esclavos
- Viajar por el Averno
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Sapphire Ray Group, Large, Devious (d4 damage) 10 HP 1 armor A broad, purple-blue ray that soars easily through the air, held aloft by some intrinsic quirk of biology and magic. Instinct: to fling things skyward
- pick up treasure
- pick up people
- hurl things into the air
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Wereshark Group, Intelligent, Hoarder Sharktoothed bite (d8+2 damage) 10 HP 2 armor Close A half-shark half-human amalgamation created by the divine power of the Cleansing Flood cult. Like sharks, it must always keep moving lest it fall into torpor. Its bites can are messy, they can remove limbs, weapons, etc. Instinct: Lead the Cleansing Flood
- Bite with unreasonable force