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Sleestak Group Crossbow or Nets (d10 damage) 6 HP 2 armor Close, Far The Sleestak are a reptilian bipedal humanoid species. They have a thin but wide-set mouths and large, round black eyes that are averse to light. Covered mostly in green scales, their bellies are yellow. Sleestak also have claws on their feet and on their hands, with a horn protruding from the top of their heads. They breathe with a pronounced breath sound as if breathing through congestion. This is probably due to their wide set mouth and flat nostrils.At one time, in the distant past, the Sleestak were known as Altrusians. They were a very peaceful and intelligent race. They eventually grew into an advanced civilization, and had seemingly mastered many (if not all) of the secrets of the Land of the Lost. They created cities and temples. Unfortunately, the Altrusians lost control over their emotions, and destroyed their civilization becoming known as the Sleestak. The Sleestak now are a degenerate race that have lost much of their knowledge and culture. The Sleestak are accomplished in the arts of building, foraging, and hunting, and make and use crossbows and nets to hunt. The crossbows are no larger than the size of a Sleestak's forearm. Instinct: Devour
- Slow
- Seek to capture men for alien rituals.
- Fearful of fire
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Felnach Infiltrator Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar Poisoned blades and knives (d10 damage 1 piercing) 12 HP 1 armor Close, Near Some theorise the felnach weren't always demons, but that they made dark pacts while they were mortals and when their fell master came calling they could not resist, and were dragged into the lower planes. Seen as 'demonic cat-people' by the less educated, yet there is some truth in the matter, but nonetheless they are truly demons now, albeit lesser ones, pushed around easily by the hierarchy. The infiltrators are more of a concern, used sparingly, they learned dark secrets from their patron granting them strange powers that let them slip in and out of places with ease, all for the purpose of stealing artefacts and secrets both. Some demonologists summon them into the world for that purpose, but there is usually a catch - usually they are only allowed to attend the summons if they are capable of accomplishing some other, darker deed while they are in the natural world. Remember that all things have a cost, especially when it comes to demons. Instinct: To steal and kill
- Vanish and reappear elsewhere
- Escape in a burst of acrid smoke
- Utilise demonic shadow arts
- Sense sources of greed and envy unerringly
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This insect like creature pries on the human mind. This species of rare termite like bugs has extremely high intelligence and believes in being the superior race. they despise all human kind and strive on deriving all value and motivation from within human like creatures. These small bugs are able to link up and conform into whatever shape they so desire and can exponentially multiply. They have thin, though durable, needle-like teeth and hundreds of legs that are easily able to link up in order to connect with their kind. As a collective, they work to play tricks on the mind, able to make they prey see what they want them to see and can even inflict permanent damage. They also strive to strip their pray of what they find to be of value. they live underground and can travel at extremely fast rates and cover a large mass of surface area. Instinct: To gorge off emotion
- Illusory Disguise
- Become what you fear, desire, or hate
- Memory Lapse
- Rattle
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Star Trek Mugato Group Pummel (d8+2 damage) 6 HP 1 armor Close, Forceful Special Qualities: Venomous bite Mugatos were large, intimidating animals that could reach a height of two meters (not including their horns). Covered by a thick pelt of white fur all over their bodies with the exception of their faces and hands, they were similar to the great apes of Earth in their physical proportions and prehensile hands and feet. All of their teeth were sharp and serrated and their fangs contained a strong venom that was fatal within a matter of hours without magical healing. Mugatos had large, thick horns projecting from the top of their craniums as well as smaller spikes running down the spine. They usually traveled with their mates.The Classic Star Trek TOS killer space ape! Instinct: Hunt
- Ambush
- Bite with Venomous fangs
- Devour
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Gray Philosopher Solitary, Devious None (Malices: 1d4d each) 16 HP 0 armor Far (Malices) Special Qualities: Undead, Incorporeal A Gray Philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her mind. In its undead state, this creature does nothing but ponder these weighty matters. The gray philosopher appears as a seated, smoke-colored, insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number (1d8) of tiny, luminous, wispy creatures known as Malices. They have vaguely human faces, gaping maws, and spindly, clawed hands. These vindictive creatures are actually the philosopher’s evil thoughts, which have taken on substance and a will of their own. The Gray Philosopher cannot be turned by a cleric but has no attack of its own; it will not defend itself. Unlike the philosopher, Malices constantly search for victims on which to vent their petty but eternal spite. Malices do not stray more than 120 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight. A malice immune to being turned and may not be damaged while its creator exists. However, all these creatures vanish instantly if their philosopher is destroyed. When a Gray Philosopher falls to 0hp, it looks up with an expression of malicious enlightenment on its face, and then vanishes with a lingering shriek of evil delight. Instinct: Creates Malices
- Ponders
- Generates 1d8 malices
- Only damaged by magic or enchanted weapons
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Hulking Ragebeast Solitary, Huge, Magical, Intelligent, Planar, Terrifying Unstoppable force (b[2d12+7] damage 3 piercing) 28 HP 6 armor Reach, Forceful, Messy, Ignores Armor Special Qualities: Smouldering rage, Gaze of terror A smoky hulk that lives on rage, and towers over all things. A demon that is a manifestation of wrath. Its power cannot be stopped by conventional means, for common battle only makes it stronger. Luckily they are only found in the depths of hell... right? Instinct: To kill, crush, and destroy
- Destroy anything that gets in its way
- Infect with rage
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Marrowwight Scholar Solitary, Large, Magical, Intelligent, Planar, Construct Whitefire bolts (b[2d10] damage) 16 HP 3 armor Ignores Armor, Close, Near Special Qualities: Hive mind While most of Marrowwight's servants are homogenous, power and magic can only be diluted so much before it is ineffective. So it is that particular servants have mystical knowledge and power focused within them, granting them a greater stature and the magicks of either Marrowwight itself or the poor fools who were assimilated by the castle in the past. There are only a few of them luckily, but they are always hungry for more knowledge to add to Marrowwight, and if perhaps the castle comes upon the right secret one day... Instinct: To learn and analyse
- Steal a memory or secret
- Wield stolen power
- Manipulate Marrowwight to its advantage
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Marrowwight Servant Horde, Magical, Organized, Intelligent, Planar, Construct Spear-Antennae (b[2d6] damage 1 piercing) 3 HP 3 armor Close, Reach Special Qualities: Hivemind Castle Marrowwight, an extraplanar castle found in the lower planes. But it is far from any mere castle, it was once a powerful demon lord but it was defeated long ago and reshaped and bound into the form of a fortress to serve as a seat of power for the victor. Its mind was dispersed throughout the pale white walls, and from these walls spring forth servants - tall, humanoid creatures, beclawed and clad in robes and masks making them appear uniform. To mistake them as individuals would be a terrible idea, they are all pawns - extensions of the castle itself, receivers of the hive mind that the demonic predecessor was reduced to, a hive mind that can be added to, for with its great power bound away it can still assimilate poor unfortunates that wander into such a hellish place, with spears that act as antennae for the will of Marrowwight, they can be converted and have their knowledge (and skill) added to the castle. Even defeated, such a powerful threat is never truly dormant, and stirs once more... Instinct: To protect Marrowwight and assimilate to boost it
- Infect with the will of Marrowwight
- Assimilate to create more servants
- Beckon forth more servants from the walls
- Meld Marrowwight to its advantage
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Aelfir Hallowed One Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Animated vines and plants (d6 damage) 16 HP 0 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Horrify with illusions of death and mutilation Aelfir Hallowed Ones are priests who weild twisted and dark magics against their enemies and to incite other Aelfir into frenzied worship of their bloody gods. Instinct: To see interlopers flayed and burned for their trespass.
- Inspire Aelfir to a bloodthirsty frenzy
- Startle its enemies with illusion
- Conjure a misama of confusion
- Conjure a fog of toxic pollen
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Aelfir Warrior Group, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder Saw-tooth blades (b[2d6+2] damage 1 piercing) 6 HP 4 armor Close Aelfir warriors are skilled, ferocious soldiers. They may not stalk interlopers, but they are cunning and unforgiving in battle. Instinct: to drive off interlopers
- Aggressively defend your territory
- Surprise with a flanking attack or ambush
- strike with poison weapons
- Reveal numbers it was holding back