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Scarab, Giant Group, Large Barbed legs and razor mandibles (d8+4 damage 2 piercing) 10 HP 3 armor Forceful Special Qualities: clumsy flight, quick burrowing This glossy beetle is the size of a cow, and has a hard, blue-black carapace spattered with dust and dung.
These massive beetles are a threat to ancient tombs as they chew their way through the interred. Some say scarab beetles’ connection with the dead gives them powers greater than those of normal beetles, but any evidence of this has yet to been proven true. Merchants claim powdered scarab is an essential element in magic that protects against death effects. Instinct: Eat flesh and bone.- Chew away armor
- Burrow through stone
- Gnaw deep into the wound
- Inflict filth fever
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Zhyen Horde, Tiny, Intelligent, Planar, Construct Elemental touch (w[2d6-2] damage) 7 HP 0 armor Hand, Ignores Armor Special Qualities: Created by jinn from the elements This little person resembles a storybook genie. They float in midair, barely a foot tall but possessing no legs with which to determine their true height. Wisps of elemental light trail from their eyes, and they bow their turbaned head, ready to serve.
The zhyen is a minor type of genie. Curious beings, they can most often be found freely wandering their home plane in the service of jinn, but occasionally wind up in the mortal world to serve as servants or messengers to more powerful beings. Once drawn from their home plane, a zhyen will often seek ways to stay beyond the duration of the magic that brought them, astounded as they are by the diverse wonders of the mortal world. Instinct: Persist in the mortal world- Perform magical trickery
- Resist the elements
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Merlin Type Alpha Group, Stealthy, Magical, Devious, Intelligent Disorientating Blast (d6 damage) 6 HP 0 armor Close, Ignores Armor, Near Scan: Name tag and remnants of labcoat suggest this organism was a scientist caught at ground zero of the explosion. Previous identity has been erased by transformation, so lethal force is advised. Interaction with neo-physical forces allows this being to implant images in people's minds, overriding visual data. These are purely visual, so hearing, smell and touch can help discern fact from fiction. Instinct: To infect
- Alter people's perception of reality
- Can turn invisible
- Can create illusions
- Blurs the line between friend or foe
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Salamander Type 001 Horde, Small Bony claw (d4 damage) 3 HP 1 armor Close Special Qualities: Immune to fire, Weak to water Scan: This organism is a chimera created by several lab animals being melted together by the G.O. The large dangling sack is an organic factory, mixing several chemicals to produce an unique compound. This compound does not only ignites upon contact with air, it also disrupts neo-physical effects. Instinct: To infect
- Spews dispelling, flammable sludge
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Plethods Horde, Small, Construct Heavy teeth and claws (d6 damage) 3 HP 0 armor Close Special Qualities: Amphibious, Cannot eat and will starve to death within a fortnight of creation A common form of alchemically created beast, plethods are created to enact simple destructive violence on a target. Resembling dog-sized salamanders with muddy grey skin, they are almost always created en masse, intending to overwhelm their target by sheer numbers. They can move across land and through water and will seek their quarry unceasingly, attacking without fear and seeking to mangle the poor souls they were sent after beyond recognition. As a fail-safe against them running wild, plethods have sealed off digestive systems, created with their stomachs full of food, and when the nutrients have run out they simply starve to death, leaving only a particularly disgusting corpse to clean up. Instinct: Destroy the target given by it's creator
- Overwhelm with numbers
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Crepitus Devil Solitary, Small, Magical, Devious, Intelligent, Planar Flaming Claws (d8 damage) 12 HP 2 armor Close, Fire Elemental Special Qualities: Immune to poison, Resistant to fire, Engulfed in flames that deal D6 damage with the Fire Elemental tag Crepituses are dedicated familiars sent to mages who make some sort of alliance with the forces of Hell. Skilled and intelligent, crepituses are bright companions. Sometimes brighter that the mage they serve, which can be a source of endless frustration for them. Instinct: To be an envoy for Hell
- Reflects spells on a 9-
- Can turn invisible
- Injects confusing venom
- Can detect celestials
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Hippogriff Solitary, Large Slash with its talons (d10+4 damage 2 piercing) 16 HP 0 armor Forceful Half eagle, half horse. Hippogriffs will only permit honorable people to ride their backs. Even so they consider it an inconvenience and would rarely consider themselves less than another. If you offend them, even slightly be prepared for retribution. Instinct: Demand Honorable Behavior
- Treats everyone honorabley
- Carry the noble hearted
- Establish its noblity
- Refuse to flee a fight
- Drop enemies from great heights
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Undead baby Solitary, Tiny, Devious, Terrifying pointy teeth (d6-2 damage) 16 HP 0 armor Hand, Ignores Armor Special Qualities: pestilent drooling This putrid creature is an evil image of a living baby, distorted and abhorrent. Stillborn, it was brought from the dead by an unholy baptism. Now it's doomed to spend the eternity in an undead mockery of a childhood, craving for blood instead of milk. Instinct: to play with living things
- Creep and crawl
- cry inhumanly
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Sphere of Annihilation Solitary, Small, Magical, Divine, Intelligent, Planar, Construct, Terrifying, Amorphous Annihilating touch (b[2d12+6] damage) 25 HP 7 armor Close, Ignores Armor, Messy Special Qualities: Consumes mundane objects utterly, a quantum consequence of magic, a deep black emptiness, completely destroyed by powerful magics This black Sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. *It is noteworthy that while it consumes any normal object it touches utterly, things that have souls, such as magic items, and sentient beings trade damage as normal. Instinct: Abide by the control of a dominant spellcaster
- Destroy Everything
- carry on inexorably
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Broken Ones Group, Terrifying club like hands (d8 damage) 10 HP 0 armor Close, Reach Special Qualities: broken limbs and wounded flesh, Undead These are not your standard zombies. No, they are something far more wicked about them...an intelligence that most undead lack, A drive to make you like them. They are a wretched thing to observe! All Broken and bloody, as if tortured for days on end...their sight alone is enough to drive one into a fit of fear. Luckily for us still alive, they only seem to haunt old ruins and the like...but if someone could harness their anger, only the gods could save us. Instinct: Break the living
- Flail away with tattered limbs
- Terrify the living