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Cannibal White Seal Solitary, Stealthy, Terrifying Vertical maw (d10+4 damage) 16 HP 1 armor Close, Forceful Special Qualities: Powerful Swimmer, Heat Sense, Uncanny Smell, Unnatural Maw This white seal was transformed by Lemuel's powerful Sin into a cannibal. It hunts its own kind, but will not hesitate to taste the viscera of humans that stray too near. It looks like a normal white seal of the Sunless Sea: about the size of a horse, eyeless, albino white, with dark heat sensing patches and a complex nose which gives it an excellent sense of smell in or out of water. Get too close, though, and it splits along its ventral side, revealing a foul-smelling maw made of the teeth and bones of its former meals. Bits of crimson-streaked blubber stick between teeth and bone spurs. Instinct: to taste blood
- Hunt by smell and heat
- Appear to be a normal white seal
- Trap them in a man-sized maw.
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Lemuel the Butcher Solitary, Intelligent, Planar Flaying and butcher knives (d10 damage) 10 HP 1 armor Close Special Qualities: Inhuman Senses Lemuel was once a scout and guide for the nearby settlements. Unfortunately, he was too brash in his exploits, flouting the laws of the Gods as passed down in the ancient rites. Once denied their protection from the madness of the land, he began acting strangely. While transiting the Sunless Sea, he got into an argument with the expedition's cook. A dropped butcher's knife severed one of Lemuel's toes, which tumbled into the water. The guide's keen eyes were transfixed by the sight of a school of fish which tore the gobbet of flesh apart before he could recover it. Before the day was out, the rest of his expedition had been served up to the denizens of the sea. But a proper butcher tests his own wares, does he not? Lemuel's powerful Sin has infested the animals that fed on his compatriots. Instinct: to feed the fish
- Savagely rend pieces from his foes
- Feed the sea to summon more demons
- Fight in the dark by sound and smell
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Arcane Horror Solitary, Magical, Intelligent, Evasive Freezing Claws (d10+2 damage) 20 HP 0 armor Close, Agonizing, Cold Elemental Special Qualities: Senses magic An arcane horror is an accomplished spellcaster who died after being consumed by magic, usually after an experiment gone wrong or something similar. The magic replaces their lifeforce and keeps them moving, giving them an even greater control over the arcane forces. Instinct: To control magic
- Eats magic on a 9-, either flinging it back, firing as a pure bolt that deals D6/D4 damage with Ignore armour or healing itself for 4 HP
- Explodes in a sickening cloud upon death
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Medusa Spellstriker Solitary, Devious, Intelligent Dagger (d8 damage 1 piercing) 12 HP 2 armor Close Special Qualities: All around vision, Immune to flanking Medusas often survive in the wilds, where they are less in danger of hurting others or being stoned by an angry mob. Those with magic in their blood often learn to weave the magic into their fighting, obscuring their position until they can get close enough to strike with enchanted blows and venomous fangs. Instinct:
- Petrify with a gaze
- Injects weakening venom
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Medusa Solitary, Devious, Intelligent Rifle (d8 damage 3 piercing) 12 HP 2 armor Close Special Qualities: Can see in all directions, Immune to flanking A race of humanoids, feared for the cursed gaze, with which they can transform people into statues. Those medusas who live in civilized regions must cover their eyes with various veils to shield their surroundings from their deadly gaze. Instinct:
- Petrify with a glance
- Can inject weakening venom
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Behir Solitary, Huge, Magical Behir's Blue Bite (d10+5 damage 3 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Immune to electricity Behirs are large, multilegged desert predators with the power to generate electricity in their body. Instinct: To eat
- Grab, squeeze and swallow prey
- Breathe lightning for D8/D6 damage with the Electricity Elemental, Ignore Armour and Group tags
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Achaierai Group, Large, Planar Wicked Claws (d8+1 damage 1 piercing) 10 HP 0 armor Achairais are animals from Hell. They subsist of a mixture of scavenging and hunting other beings. Instinct: To eat
- Spews a cloud of black smoke that causes D6/D4 damage with the Ignore Armour, Close and Group tags and can confuse people on a 6-
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Diabolist Hellwrought Solitary, Divine, Magical, Intelligent Trident (d10+2 damage) 14 HP 2 armor Close, Reach These people have not only sworn their souls to Hell, they have proven over time that they are useful assets to the infernal cause, granting the greater power. Instinct: To serve Hell
- Conjure beings from Hell
- Nearby devils deal +3 damage
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Diabolist Hellbound Group, Magical, Intelligent, Divine Trident (d8+2 damage) 8 HP 2 armor Close, Reach Diabolists Hellbound have sworn their souls to Hell's cause and in return for this commitment, they gain power and strength. Instinct: To serve Hell
- Conjurer beings from Hell
- Nearby devils deal +2 damage
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Vulpinal Horde, Small, Magical, Intelligent, Planar Fox Claws (d4 damage 1 piercing) 3 HP 4 armor Close Special Qualities: Can speak with animals, Immune to electricity and petrification, Resistant to Cold and Sound Vulpinals are formed from the souls wanderers, often worshipers of gods or goddesses of travel. They love the open road and travel abroad, sharing tales in the realms of the afterlife. They are usually kindly travel partners, always ready to give a hand to those they meet on their way. Instinct: To explore
- Calms emotions with its aura
- Can turn invisible
- Can heal with a touch