-
Eldraz Group, Magical, Stealthy, Organized, Intelligent, Planar Hybrids attack as their natural counterparts do, but the Eldrazi parasite will lash out if the host is threatened. (d8 damage) 6 HP 6 armor Close, Reach, Near The Eldraz are tentacled creatures from a planeshifted reality. They have evolved over the last century and are able to absorb the natural creatures of this world to create Eldraz-hybrids. When they attack with their tentacles it leaves a shadow wherever it touches organic material. Left untreated by magical attention, these supernatural bruises can begin to fester, weakening the victim. As long as the bruise lasts the victim is also more susceptible to the psychic attacks of the Eldraz. Instinct: Transform this plane into a living Edradazi (A mega Eldrazie hive queen)
- Eldra mutate what it can into hybrid beings, but will destroy that which stands in their way.
- The Eldraz hybrids can hide their true nature by housing the tentacle outgrowth within the natural body of the victim. When unleashed, the fluid that surrounds the ingrown tentacles sprays outward burning organic material nearby.
- Eldraz communicate telepathically. If others are nearby, they are instinctively linked into a single hive-cell.
- The planeshifted nature fo the Eldraz allow them to manipulate the less evolved organic states of this world.
-
The Lone Hero Solitary, Stealthy, Divine, Magical, Intelligent, Cautious, Hoarder Slay (b[2d10+4] damage 2 piercing) 18 HP 6 armor Close, Near Special Qualities: Superhuman Feats A metal figure shrouded in a long flowing, brilliant cape, examines the footprints of his mark. The Hero walks, and follows the treaded path, his armor clanks with each step, longsword and shield moving with him. He doesn't pick up his pace, for he never tires. He will find them, it's not a matter of how, but one of when. His armor glistens in the moonlight, a beautiful suit, the likes of which seem to be crafted by the gods. A luminescence comes across him when one stairs in his direction. He hears movement, his heart quickens, but his pace does not. Calm and collected, The Lone Hero walks towards the sound; He knows it will all be over soon. An arrow flies through the air and quick as a bullet his shield is raised and the arrow splints to the ground. He looks over and sees a woman with a wolf cowering in fear, bleeding, quivering, unable to breath. "Please, don't kill me. I have done no harm and wish only to do good, don't send me back!" Her legs buckle and she falls to the floor, sobbing, for she is too tired and weak to fight. The iron demon responds, "Your existence is much overdue, as is this worlds, I send you back to the depths of the darkness where you belong." The wolf, still managing to fight, leaps towards him in hopes to protect her master, her friend, her sister. Fresh blood stains the armor, and the comrade lies dead. The next death came not a moment after. The Lone Hero begins to walk away, chants fill the sky and he glows ever brighter. Under his helm, a smile spreads across his face. Instinct: To Hunt the Undead
- Track
- Lies
- Power Word: Death
-
Blacksmith Ben Solitary, Intelligent, Cautious, Hoarder Weapon Strike (d10 damage) 12 HP 1 armor Close There is an old story about a wandering blacksmith: The blacksmith was cursed by a witch and to avoid a terrible fate the blacksmith had to always be on the move, so they could never settle down, get married or build a forge. The details of that story has long been forgotten, but travelling blacksmiths are still around. Ben is one such blacksmith. Instinct: To trade his wares
- Make and repair equipment
- Appraise items
-
Stormrake Group, Small, Stealthy, Planar Stormslash (d8+2 damage 4 piercing) 10 HP 1 armor Close, Near, Far Scavengers left in the wake of the storm, these panther-like beasts show traits of crustaceans and insects but appear to be made of solid stormclouds. These agile beasts are able to leap short distances as bolts of dark energy. Left behind by greater nightmares, Stormrakes have turned to scavenging, picking off stragglers to devour their flesh and fear. Travelling alone or in packs, Stormrakes are most usually found after or during storms, but some stay around afterwards and lay claim to territory, upsetting the natural ecosystem and even infecting local wildlife with nightmarish energy from the storm. Instinct: To abduct and scavenge
- Strike from shadows
- Leap short distances as a bolt of dark energy
- Retreat to or bolster from the storm
-
Four-Armed White Ape (Slumbering Ursine Dunes) Solitary, Large Pummel (d10+2 damage) 16 HP 1 armor Forceful, Reach, Near This massive, four-armed white ape waits at the top of the stairs on the Golden Barge control tower. It will throw stainless steel water barrels at anyone who attempts to climb the stairs. Instinct: To defend its position
- Toss a water barrel
-
Major Xhom Solitary, Intelligent Flanged Vibro-Axe (d10+2 damage 2 piercing) 12 HP 0 armor Close The sole survivor of the first of the recent Eld expeditions to the Golden Barge. Xhom is attempting to puzzle out how to reactivate the vessel while fending off the ghuls below. He is invariably hostile to the party unless they are in active alliance with the local Eld (and can prove it). Text is from the OSR module Slumbering Ursine Dunes. Instinct: To activate the Golden Barge
- Interrogate the motives of the party
-
Vodnik Solitary, Magical Bite 1d6 damage 12 HP 0 Close Special Qualities: Invisible in water, invulnerable to edged weapons It is said among the Old Pahr people that a pessimist is someone who thinks that things couldn’t be any worse--and that an optimist believes that it can! Pushing aside the old wives tale that a surfeit of strong drink drives men to melancholy, learned men attribute this pervading culture gloom to the overabundance of malevolent spirits and faeries in that people’s mythology. A particularly nasty example of the inimical Pahr spirit is the vodník, a male water nymph of a particularly sour and murderous nature. Vodník often lurk at the edges of lakes and rivers waiting for lone wanderers or small groups of village folk. Vodník are invisible in the the water before they strike, but rise as a translucent serpent when they do. Each strike does damage but worse is that the spirit serpent attempts to drag the victim down to a watery doom. Once the Vodník has a victim under water it shifts into its true form, a pot-bellied old man covered in slimy scales, and concentrates on drowning the hapless victim. Instinct: To induct you into the service of Vul (drown you)
- Drown its victim (see Custom Move below)
-
Two-Headed Giant Vulture Solitary, Large, Hoarder Beak (d10+2 damage 1 piercing) 16 HP 1 armor Near A two-headed giant vulture with a three-foot tumor on its chest (from Slumbering Ursine Dunes area 9a). Instinct: To protect its next
- Lift you into the sky
-
Ghul Group, Magical, Organized, Intelligent Assorted weapons (d8 damage) 10 HP 1 armor Close Special Qualities: Can never be surprised in the Golden Barge The primary residents of the Golden Barge are, despite outward appearances, neither undead nor properly among the living. The ghuls believe themselves to be the zealous adherents of a redemptive sect that cleanses the sins of the sentient living through the ritual consumption of their flesh--a doctrine they enthusiastically expound upon even during the throes of combat. In reality they are by-products of the vessel itself, antibodies of the barge’s biomechanical system. Instinct: Cleanse the sins of the living
- Eat your flesh
- Detect invisible creatures
- Call for more ghuls from the spawning room
-
Fallen Beast Mage Solitary, Magical, Intelligent, Terrifying Lightning bolt (d10 damage) 12 HP 1 armor Hand, Close, Near, Ignores Armor Special Qualities: Bestial fury The moon wants what it wants, but it can be denied. Most cannot do it entirely so instead our bodies rebel, and our minds with them. Tapping into some primordial bloodline or pact or long lost chapter of our collective history. What becomes of those who can rebel in such a fashion is not pretty, but it is certainly fascinating. However when this happens to those who have some talent for magic is even more fascinating, the primordial beasthood that takes ahold of them is mired by their mystical abilities, manifesting in wilder arrangements and arc-ing off of them haphazardly, but still retaining some element of intelligence enough to be able to deploy such abilities willingly. Instinct: To devour
- Lunge with alarming speed
- Wield what remnants of magic it can recall