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Snake Cultists Horde, Stealthy, Organized, Intelligent whip (d6 damage 1 piercing) 3 HP 1 armor Close, Near Snake Cultists want to bring back their dead king and start a new Century of Blood- with them in charge Instinct: to subjugate for its god
- attack with subtlety
- entangle with whips
- escape to warn the others
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Stone Elf Horde, Magical, Organized, Intelligent Hammer and Chisel (d6 damage 1 piercing) 7 HP 0 armor Close, Near Special Qualities: Melt into the Grove The Stone Elves of the Frozen Grove were once wood elves, and passionate protectors of the temple of Ellipsis and the border of the Feywild. They were warped once by Arthus' Revival, and changed again by Petro the Untouched, channeling the magic of the Man at the Black Gate to take their pain and fear, and with it their joy and desire. They have intelligence, but little more will that the statues Petro commands. Instinct: to preserve.
- Ignore sensation
- Sustain on stone.
- Form a phalanx.
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Gremlin Horde, Small, Magical, Organized, Hoarder Scratch (d6 damage) 3 HP 0 armor Close Special Qualities: Burrowing hands Looks like a goblin, but a little smaller and with 4 large, shovel-shaped hands for its 4 spindly arms. Eats away at buildings and their foundations for food, digging their homes throughout a castle or town. Like termites, only bigger, and sort-of humanoid. Mostly passive, unless you happen to take action against the things eating away at your home. Instinct: To consume
- Consume inanimate materials
- Strengthen itself with materials it has consumed recently
- Retreat to its hovel for aid
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Remade Faithful Solitary, Construct, Divine (d10 damage) 14 HP 2 Magical Armor Hand Special Qualities: Elemental of Willpower Made from those righteous souls who would sacrifice their chance at eternity to serve the good of future generations, these are the undying mighty soldiers in the mortal host that opposes all that is divine. They look like ghosts set aflame, made to wield the hammers that shaped their souls and act with unrivaled wrath against their foe. Instinct: To vanquish the servants of uncaring divines
- Smite with hammer
- Sense foul divinity
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Gloombeast Solitary, Large, Magical, Terrifying Hands (w[2d8] damage) 16 HP 2 armor Special Qualities: Pitch-black eyes A large, lanky thing. Almost like a troll, if a troll had little more than bones and skin. Its hands are big as paddles, which it uses to swat intruders away as it drains the light from places, turning it into an unnervingly pitch blackness. Maybe the reason its eyes are nothing but pupil is 'cause it spends all its time in darkness, but whatever the reason, they're paralyzing. Instinct: To consume light
- Create pitch-black darkness
- Teleport through shadows
- Taint flesh with darkness
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The Man of the Black Gates Solitary, Huge, Magical, Divine, Devious, Intelligent, Planar, Terrifying, Amorphous Inevitability (d10+5 damage) 29 HP 5 armor Reach, Ignores Armor, Far Special Qualities: To those who can see into the other plane, its form is shifting, nondescript. To those of the material plane it appears as their own mortal form, nude and fragile. It waits at the gates, and is pleased to meet you. It can let you go for now, depending on how it feels... and what you have to offer. You'll be back. Instinct: to bring you over.
- Make a deal.
- Resurrect at a dear price.
- Wait confident in its eventuality.
- Speak intimately of Gods.
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Frozen Emissary Solitary, Small, Magical, Intelligent, Hoarder, Planar, Amorphous frozen breath (b[3w[3d12] damage 1 piercing) 19 HP 4 armor Close, Reach, Near A mighty emissary of the Frozen King, sent to investigate the fire cult and, if necessary, shut it down. Instinct: to subdue the forces of fire
- send forth a frigid blast
- manipulate water or ice
- offer a boon of ice and water if aided
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Imperator Captain Solitary, Magical, Stealthy, Divine, Devious, Intelligent anointed bow (b[2d8+2] damage) 14 HP 6 armor Close, Near Special Qualities: protective tattoos The most elite of the imperators, they have covered themselves in holy tattoos and go without armor or shield. They are brutal combatants and cunning hunters, and have learned secret magics which allow them to counter and prevent supernatural powers. Instinct: to vanquish the unclean
- detect the supernatural
- hunt, track, and prowl
- counter a spell or bind magic powers
- disarm or restrain someone
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Imperator Hunter Group, Stealthy, Divine, Devious, Intelligent, Cautious anointed blade (b[2d6+2] damage) 8 HP 3 armor Close A hunter-paladin devoted to capturing and slaying the supernatural Instinct: to root out the unclean
- detect the supernatural
- prowl, sneak, or track
- disarm or restrain someone
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Earth Elemental Solitary, Small, Intelligent, Planar rocky bludgeon (d12+2 damage) 16 HP 3 armor Close, Forceful A strange little boulder-creature, bound and enslaved from another realm Instinct: to serve their conjurer
- manipulate earth, stone, or metal
- offer gems or gold if freed