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Tar Golem Group, Large, Stealthy, Organized, Construct, Amorphous Drowning grasp (d8+1 damage) 21 HP 2 armor Special Qualities: Flammable body, sticky substance More advanced than mere Tar Men, Tar Golems require an animating elemental force fostered into them, which makes them more long-lived and also allows them to maintain a much larger form without any loss of stability. The tarry magical sciences are something people rarely talk about but are fascinating to the right kind of person. Their nature does mean that in theory they can transfer their 'consciousness' between sufficient volumes of free tar rapidly, something that can be taken advantage of by an appropriate tactical genius who is willing to... make use of these things. On a darker note the notion of their construction is actually a replication of an unfortunate supernatural phenomenon, spirits (elemental or otherwise) can when appropriately empowered possess tar and form it into something akin to a Tar Golem, however they are much more bound to base desires... something that gives Tar Golems a bad name. Instinct: To Devour/Serve
- Absorb things into its tarry form
- Unform and reform between patches of tar
- Vomit forth tar men allies
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Tar Men Horde, Stealthy, Organized, Construct, Amorphous Smothering grasp (d6 damage) 14 HP 2 armor Close Special Qualities: Flammable body, Sticky substance Magic can be used to do many great things, and a good use of magic (such that it is) is to make use of what you have. So what do you do if you have vast tar pits? Animate them into tarry minions, ready to lumber forth and smother your enemies of course! Of course since tar seems to work so well as a vessel for mystical power, sometimes tar men are known to animate spontaneously, buoyed forth by wild magical resonance or gross spiritual disturbances, These tar men are much less obedient and much more.... hungry. After all, sages say that some time aeons past what became tar were once living creatures, maybe some of their urges still remain... Instinct: To Devour/Serve
- Envelop in tar
- Change between inanimate tar and back
- Animate more Tar Men
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Kaorti Group, Magical, Organized, Intelligent, Planar, Terrifying Eldritch magics (d8 damage) 6 HP 1 armor Close, Ignores Armor, Near Special Qualities: Disquieting aura The Kaorti are a prime example of the sin of hubris and how it can ruin everything. Wizards wield mighty powers that much is true, but how much can these powers carry you against the might of things from beyond mortal ken? Not so far. When a group of wizards traversed into realms far distant from our own in search of power and knowledge they were immediately overwhelmed by something far beyond comprehension, and were thereby transformed into the Kaorti and sent back to our world in order to make it more akin to that place that they dared tread. Such is their warped nature that they are now forced to operate in our realm within protective suits made from the weird material that they secrete, or if given enough time they can ward entire structures in such a manner to give them a sickly and unnatural atmosphere that they can thrive in. A suitable example of what our world might become like if they have their way. Now their mission is to corrupt all that they can touch, turning people into more of them and beasts into their warped servants, they might make promises of great power but do not listen - nothing they do will ever be in your favour. Instinct: To Corrupt
- Corrupt into another Kaorti, or a Thrall over a matter of hours
- Wield spells learned from beyond
- Summon forth its servants and allies
- Secrete and mould unearthly resin
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Molydeus Solitary, Large, Divine, Planar, Terrifying, Demon Bite (b[2d12+4] damage 3 piercing) 20 HP 3 armor Special Qualities: Magical Weapon A molydeus could be hired by a demon lord to destroy a specific target, but their most common assignment was to roam the Abyss looking for demons to enlist into the Blood War, hunting down its deserters, or simply finding intruders and punishing them however they wanted. Another common position was as one of the many generals of a demon lord, since, thanks to the fear and power they commanded, they often ruled over many demons as if they were demon lords themselves Instinct: greed, domination
- Destroy
- Snake Bite
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Renter Horde, Stealthy, Organized, Intelligent, Hoarder, Planar, Terrifying Rending Grasp (d6 damage) 7 HP 0 armor Close, Ignores Armor Special Qualities: Impossible geometries The worlds beyond our own can be quite baffling. Some are eerily similar to ours, others quite different. Of those that are similar, many fall under the title of 'parallel worlds', places that only exist in a present where different choices were made in the past, and although hard to get to or interact with can be quite fascinating. But not all parallel worlds are equal, although many are within the expectations of reality some are... broken. Perhaps they were never quite made right in the beginning, or maybe something happened that was so cataclysmic that space itself frayed and contorted. These places became less real in the process and in their fractured and broken state can press up against and contort around our reality - where this happens often enough and especially where the planar fabric is sufficiently thin they can bleed into ours, warping their surroundings and breaking them in ways equivalent to theirs, but the opposite is also true - and where our world gets close to theirs it provides some measure of stability... reality. The Renders are usually the only thing you will find in this forsaken worlds, broken fragmented half-existent things with fractured or broken souls (or no souls at all), they envy us for we are real and they are not. But they are parasites and predators, and if given the opportunity they can seize upon this and try to siphon off our reality to become more real. Happily they are locked behind the infinite expanse between our worlds and theirs... but if one were unlucky enough to find a place so touched, or worse - somehow end up across the gulf of nothingness and in their false-world... well it's probably better to avoid this if at all possible. Instinct: To Feed on what is Real
- Break or mangle something to become more real
- Hide in or surprise from another dimension
- Sunder local geometries to let more Renters in.
- Warp space around itself
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The Red Queen Solitary, Magical, Stealthy, Intelligent, Hoarder Fangs (heal half dmg rd. Down (d12 damage) 16 HP 4 armor Close Instinct: To suck blood
- Shadow meld
- Ensnare Mind
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Kobold Warrior Horde, Small, Stealthy, Organized, Intelligent Shoddy Spear (d6 damage) 3 HP 1 armor Close, Near Instinct: To defend
- Tanglebag
- Call for aid (1d4 kobold)