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Fomor Horde, Intelligent, Cautious, Terrifying Crude Spear (d4 damage) 3 HP 2 armor Close, Reach Special Qualities: fur-covered, with a goat head perched atop a scrawny neck The most numerous of the accursed beastmen, these bleating bands live out their days struggling for survival, feeding on those weaker than themselves and being preyed upon by their betters. In the face of the powerful, individual fomors cringe and whine. When they have numbers, though, they are every bit as dangerous as the other wild folk of the woods and hills. Instinct: to consume
- Charge in bleating
- Flee from danger
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Blind Reptile Solitary, Large, Stealthy Teeth and Claws (d10+4 damage 1 piercing) 20 HP 1 armor Messy A massive red reptile, about 3 meters long and 1 metre high. It has long claws, many pointed teeth, and it slavers. It has bright crimson skin instead of scales. There in nothing where it 'face' should be and appears to be blind. It appears that the reptile has some intelligence, as it has shown to use appropriate responses, like answering "polo" to "marco", or answering yes or no questions. However, it seems it does not engage in conversation. (Adapted from SCP Foundation) Instinct: To Hunt
- Mimic the sounds it has heard
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Weeping Beast Solitary, Terrifying charging wildly (d12+4 damage) 16 HP 1 armor Close, Forceful Special Qualities: Weeping beasts cry and wail when looking for their quarry, it's horribly unsettling like the wailing of a child Weeping Beast are as old as the soil in Eyien. They're the size of a large dog with dark manged fur, it's big enough on it's hind legs to be taller than any human. It's head is wide and square. It's front two legs are rippling with muscle and its gnashing teeth producing anxious clacking sounds. It's eyes are bright, reflective orange and yellow, almost hypnotic. From the corner of it's eyes almost like drool, it cries big heavy tears. Instinct: to kill those who know secrets of She Who Slumbers
- answer the call of the manic
- speak through a conduit
- spread despair
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Counte De Orange Solitary, Large, Intelligent Crystalwind blades (b[2d10+4] damage 1 piercing) 16 HP 5 armor Forceful, Ignores Armor, Near Special Qualities: Tricks and hidden weapons Count De Orange's power armor is a metal clockwork knight of solid gold and blue painted steel Instinct: Serve the Empress
- Fight in power armor
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Gallidean Assassin Solitary, Stealthy, Intelligent Kukri (d10 damage) 12 HP 1 armor Close Placeholder text. Instinct: To silence opposition
- Apply poison to a weapon
- Spring a trap
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Elemental Abomination Solitary, Large, Magical, Terrifying Fists (d10+2 damage) 24 HP 4 armor Reach, Near Special Qualities: Adapts to all the elements (fire, water, earth and air), it doesn't seem made of flesh, it looks more like a storm of the four elements fused together. Its body seems made of fire, lightning, clouds, water, ice, metal, stone, all swirling around, as they flow inside it in a way that looks painful. It's a roughly humanoid shape, except with four arms rather than two, and at least 11 feet tall if not more. It alternates walking, running on all six limbs, and floating, then it falls and it starts again. The only feature that seems to stay the same, and the only actually recognizable feature on its face, is the eyes, two glowing blue orbs, that seem consumed with madness. Instinct: Destroy whatever it perceives as the source of its madness and agony.
- Interchange attacks with different elements.
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Lady Raphia Solitary, Stealthy, Magical, Organized, Intelligent Pistola e Sciabola (b[2d10+2] damage 1 piercing) 12 HP 1 armor Close, Near She is a noble lady from the Empire. She is obsessionate with big games and hunting. More strange and preciousw is the prey, more she will spent time, energy and money to take it. Instinct: Cacciare creature rare
- Muovere immense risorse
- Usare sporchi trucchetti
- Incantesimi di cattura e prigionia
- I miei ragazzi sono qua
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Untoter Magus Solitary, Magical, Stealthy, Divine, Intelligent, Terrifying Magisches Geschoss (d10 damage) 18 HP 4 armor Close, Ignores Armor, Near, Far Special Qualities: Fahle Knochen, unheiliges Leuchten. Der untote Magus in der Krypte von Kirkfelden. Einst ein von den Menschen gefeierter Held, jetzt der Diener des Kelches von Ulgadar. Sein einziges Ziel: Alle eindringlinge töten und den Einfluss des Kelches erhöhen. Instinct: Beschütze den Kelch
- Entfessle einen uralten Zauber
- Erschaffe eine Illusion von dir selbst und attackiere Hinterhältig
- Der Magus war auf Transmutation und Illusionen spezialisiert
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Skelett Group, Organized, Cautious, Terrifying Schartiges Schwert (d8+2 damage) 10 HP 4 armor Close Special Qualities: Knochig Die Skelette in der Gruft von Kirkfelden wurden vom "Kelch von Ulgadar" erweckt. Ihre einzige Aufgabe ist es die Gruft vor den lebenden zu bewachen. Instinct: Eindringlinge töten.
- Zusammensetzen - Skelette setzen sich wieder zusammen
- Klappernde Knochen - Es werden weitere Skelette erschaffen