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Salamander Group, Small, Stealthy, Organized, Intelligent, Hoarder Scimitar (d8 damage) 6 HP 0 armor Close Instinct: Eat
- Consume a body.
- Reveal a pre-prepared trap
- Sound the alarm
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The Red Baron Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar Erupting Smite (b[2d10+6] damage 1 piercing) 18 HP 6 armor Close, Forceful, Ignores Armor, Near “ Baron of Embers, Regent of the Molten Throne, Cloaked-in-Smoke, and Seer of the Flame in the heart of Man. The Sigil of his House is ever-burning, and his wrath flows as a consuming tide. His enemies shall know only subsumation, death is his only mercy.”
Instinct: to Revel- Stoke the Flames
- The Flesh is Smoke
- Eternal Grudge
- The Mad God Speaks in Riddles
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Bloodoak Solitary, Huge, Stealthy, Devious, Terrifying Being grappled by a tarry vine (d8+7 damage) 20 HP 3 armor Reach, Forceful Bloodoaks are huge, flesh-eating trees found in the Deepwoods, feared by most inhabitants of the Edge. Bloodoaks were typically not tall, but could grow extremely wide. At the very top of the trunk was an enormous mouth, ringed with enormous, sharp teeth. By itself, the bloodoak was incapable of ensnaring prey. The prey was actually caught by the tarry vine, a symbiotic growth on the bloodoak consisting of long, mobile tendrils. The tendrils of the tarry vine wrapped around the prey, reeled it in like a fishing line, dangled it above the bloodoak's mouth, and dropped it in. If a tendril was severed, three new ones sprouted in its place, though this could be prevented by cauterizing the tendril stump with a flame. Instinct: To eat
- Devours it's prey
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Opener of the Outer Dark Solitary, Large, Magical, Stealthy, Intelligent, Cautious, Planar, Terrifying, Amorphous Word of Devastation and Shame (d10+2 damage) 23 HP 8 armor Forceful, Ignores Armor, Close, Near, Far Special Qualities: Soul sucking aura The Opener is both a physical and psychological threat. It's natural form is an 8 feet tall, humanoid form composed of swirling black and grey faces of the damned. In this form, it's aura fosters existential dread and hopelessness, requiring a Defy Danger roll. It also has the ability to appear in any form and conjure items of comfort and temptation while attempting to motivate mortals to open a gate for its Master. In battle the Opener speaks words that bypass armor and hit the target's memories of shame, loss, and doubt. If an opponent doesn't have these, it falls back on massive fists, which armor does affect. Instinct: To open the gate for its Eldritch Master
- Tempt mortals to unlock gates
- Assume a friendly form
- Conjure items of comfort and temptation
- Walk through the viel of reality
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Master Swordsman Solitary, Intelligent, Cautious Sword and parrying dagger (b[2d10] damage 1 piercing) 12 HP 5 armor Close Instinct: Fight a worthy foe
- Fight with dazzling effectiveness
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Dark Dimension Warrior Group, Divine, Intelligent, Cautious, Planar Scimitar (b[2d8] damage 1 piercing) 8 HP 6 armor Close Instinct: To obey the wielder of Jherek's Hand
- Step through from the dark world
- Step in and out of dark world to cross this world space (teleport)
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Possessed Scarecrow Solitary, Stealthy, Intelligent, Planar, Construct, Terrifying Raking claws (d10+2 damage 1 piercing) 16 HP 1 armor Close Special Qualities: Flammable construction, Horrifying visage Sometimes a dark spirit makes its way into the world, although fleeting - they can extend their power and longevity by binding themselves to a site or to an object. Those that resonate well with their temperament work better, sites of terror or bloodshed, the site of a massacre for instance, or more commonly objects with grim associations. Scarecrows are no exception, giving these spirits the opportunity to poison the world with fear, and tear into the unfortunates that they ambush with razoredged claws - sharpened by spite, summoning forth shadowy crowlike creatures from beyond this world. Dangerous, but thankfully rare. Instinct: To Terrify and Kill
- Summon shadowy crows
- Feign inanimation
- Exhale tainted breath
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The Thorn Knight Group, Magical, Divine, Intelligent, Cautious, Hoarder, Construct Hack and slash (b[2d8+6] damage 2 piercing) 12 HP 7 armor Close, Forceful Special Qualities: Thorns, Loss of soul Instinct: To do what is right
- Slay
- Rose magic
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Displazer Beast Solitary, Large, Devious, Intelligent, Hoarder Tentacle whip (d10+2 damage 1 piercing) 16 HP 0 armor Reach, Near Special Qualities: Displacing magical beams, phasing molecules Displacer beasts can be a real pain. Hard to hit, impossible to track, and overall deadly to face in combat. Displazer beasts, however, are a whole 'nother ball game. They possess magical powers unlike any other, which they can fire through their two cannon-tipped tails. These magics can alter another beings state of matter, or make them phase into a different plane of existence for some time. They possess limited displacement abilities themselves, but they can follow their prey to other planes of existence when they transport them. Instinct: to feed.
- Fire beams of displacing magical energy at it's prey
- Transform another beings state of matter
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Antlion Solitary, Huge, Devious, Hoarder Acidic Mandibles (d8+5 damage 2 piercing) 24 HP 2 armor Reach, Ignores Armor Special Qualities: Blind, Highly-tuned vibration sensors The dunes of a desert are never a welcoming region, but the Antlion is one of it's lesser known treats for visitors. A giant towering centipede with acidic mandibles, tearing through flesh and metal alike. If you see one, don't even bother running, they can feel you as long as you're on the sand, in their domain. Instinct: To protect it's domain
- Emerge from below
- Acidic venom