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Kaorti Cystlord Solitary, Magical, Organized, Intelligent, Hoarder, Planar, Terrifying Eldritch power (b[2d12+2] damage) 12 HP 4 armor Close, Ignores Armor, Near, Far Special Qualities: Sickening presence The insidious Kaorti are a cancerous growth upon the world, for they seek to taint it with their presence and their resin, corrupting life into eldritch mockeries. When a cyst (that is the rather flattering name scholars refer to their lairs as) grows large enough, inevitably the Kaorti and their servants require more and more focused direction Instinct: To corrupt and rule
- Secrete and mould unearthly resin
- Wield frighteningly powerful alien magic
- Beckon forth unnatural horrors from beyond with ease
- Corrupt into another Kaorti, or a Thrall over a matter of hours
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Blood Fiend Solitary, Devious, Intelligent, Planar, Terrifying Scythe-claws (b[2d10+4] damage 2 piercing) 16 HP 3 armor Close, Forceful Special Qualities: Raw, flayed flesh that looks and smells repulsive. A blood fiend is to demons what a vampire is to humans; even to other fiends they are terrifying, twisted abominations. They hunt other demons for their blood, tearing open even resilient demon-hide with vicious claws to get at the fresh, burning-hot blood within. They stink of days-old blood and their skin is red, raw and flayed. You'll want a strong stomach as well as a strong heart if you have to fight one. Beware, even if you shed much of its blood rather than the reverse, you're not out of the woods yet--a puddle of its blood can trip you up, or even strike you. Unless you have good reason, best to run, or try some kind of magic to stop them. Instinct: To drink deep the living wine.
- Slices flesh to feast on blood.
- Blood it takes grants it strength.
- Blood it sheds remains dangerous.
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Common Brush Imp Solitary, Small Bite or Claw (d8+2 damage) 10 HP 1 armor Close Special Qualities: Flight Poisonous orange blood. Instinct: To consume
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Skum Horde, Intelligent Trident (b[2d6] damage) 7 HP 2 armor Close Special Qualities: Amphibious, Darkvision Skum are the remains of an artificially created, amphibious warrior caste, now long abandoned by the creators. Kept all male as a way to keep their numbers in check, skum rely upon human females to propagate their species. Their society and race as a whole tethers on the brink of collapse, to the point that skum have forgotten their original name and adopted the hateful terminology of their enemies. Instinct: To preserve their race
- Train fish
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Crab Swarm Group, Diminutive, Swarm A lot of pincers (d8-4 damage) 6 HP 3 armor Hand, Ignores Armor Special Qualities: Aquatic Swarms of ordinary crabs, they use their numbers to tear larger prey apart in a frenzy of pincers. Instinct: To eat
- Be very distracting
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Giant Crab Horde Pincers (d6 damage) 3 HP 3 armor Close Special Qualities: Aquatic, Darkvision Giant crabs are shelled omnivores native to the oceans. Opportunistic, they can be both scavengers and predators as the situation call for it. Instinct: To eat
- Grab prey and crush it in their claws
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The Void King Solitary, Huge, Magical, Organized, Intelligent, Planar, Terrifying Laser Beams, near, far (b[2d12+3] damage) 24 HP 3 armor Reach, Far Special Qualities: Flying, Mind-boggling, Other-Worldly Instinct: make monsters to fight for it
- Create monsters take over the world
- Spells: Deleting, Exploding, Reflect
- Create Monsters
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Feral Hog Horde, Small, Stealthy, Organized Tusks and teeth (d6+2 damage 1 piercing) 7 HP 1 armor Close, Forceful It is said that even the most secure of gardens cannot provide sanctuary to the young, old, or decrepit as long as these exist. Ready to show up in huge numbers on short notice, even the greatest of arms are insufficient. But legends tell of a weapon designed for fighting these creatures... Instinct: To feed
- Appear without warning
- Sniff out weaker prey
- Squeal to alert more of them
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Time Demon Group, Magical, Divine, Intelligent, Planar Suffocating Grapple (d10+2 damage 2 piercing) 10 HP 4 armor Close, Ignores Armor, Far Special Qualities: Smoke form As they rise from the surface of the Lake of Time, their forms resolve into perfectly symmetric, angular humanoid shapes, smooth masks instead of their faces, the forms on their heads resembling short hair. They seem to differentiate one from another, somewhat, perhaps delineating their genders? There are exactly nine of them, and they emerge anywhere around their target on the material plane. Instinct: Hold the target out of time until it dies.
- Appear next to a person that has been causing time fluctuations and stop it with its grapple.
- They can return to the Lake of Time at any moment.