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Murkahl, swamp spirit Solitary, Large, Divine, Magical, Intelligent, Hoarder, Terrifying, Amorphous Toxic gas (d12+2 damage) 23 HP 1 armor Reach, Ignores Armor, Near Special Qualities: Made of swamp gas and muck, Look upon it and despair, ruin that lays empires bare. By rotting branch and fetid air, it'll take yer corpse to make it's lair. Murkahl. Instinct: To expand the swamp
- Spread rot and disease
- Conjure swampfire
- Reveal something consumed by the swamp
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Murkahl, swamp spirit Horde, Tiny (d6-2 damage) 3 HP 0 armor Hand Instinct: To protect and expand the fetid mire
- Spread rot and disease
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Ravuk Group, Large Double Maw (d8 damage) 14 HP 1 armor Reach Special Qualities: Sucker feet Bred by sothasian lizardfolk to serve as mounts, Ravuk are biddable, simple minded, and dangerous.Standing six feet at the shoulder and looking like the bastard child of a giant gecko and a lamprey, Ravuks are the favored patrol animal for guardsmen across all the faded lands. Instinct: To serve
- Bear it's rider into battle
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Lady Affront, Demonic Noblewoman Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder, Planar Telekinesis (d10 damage) 12 HP 1 armor Close, Ignores Armor, Near, Far Special Qualities: Can sense and eat souls, immune to fire Lady Affront is the most charming and beautiful demoness in all of Acheron. Lady Affront's generosity is unparalleled, her parties the talk of the town. Lady Affront's laughter breaks the hearts of gods, and her mind is as keen and sharp as an adamant blade. Lady Affront's servants worship the ground upon which she walks, and she repays their devotion with the utmost consideration and respect. Lady Affront is in fact, better than you. Everyone says so. Instinct: Acquire rare and beautiful things by any means necessary
- Make a tempting offer to obtain or corrupt a soul
- Undermine someone's reputation
- Grab someone with telekinesis
- Betray someone when it will hurt the most
- Draw upon the resources and reputation that come with her station
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Musketeer of the Infernal Republic Group, Magical, Organized, Intelligent, Planar Finely Crafted Musket (b[2d10] damage 1 piercing) 6 HP 2 armor Close, Near, Far Special Qualities: Can detect and eat souls, immune to fire Sworn to uphold the council's whims, fierce, faithful, and fearless to the last. To serve as musketeer is the highest honor of the Infernal Republic, and proof of it's adherence to the ideals of liberty, equality, and opportunity: only those who show the greatest valor on the field of battle are offered the chance to put life and soul on the line for the Infernal Republic. Pity only demons are allowed to the post, but no government is perfect. Instinct: To serve the council's whims
- Charge into battle on the council's behalf
- Incant a spell of flame or binding
- Rally it's fellows against all odds
- Conjure something from the council's armory
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Gallow Squid Multiple metallic tentacles (d8 damage 1 piercing) 10 HP 3 armor Close Gallow squids are not inherently violent. They are highly intelligent and technologically advanced. It's goal is to attach it's tentacles to a host in order to deceptively immerse the host into dream world where it can observe the host's thoughts actions and emotions. It does this by opening portals from it's world and extending it's tentacles through. It cannot live long outside of its plane requiring it to wear a unique, metallic, airtight suit. If provoked it can use collected hosts to attack or lash out with it's tentacles. Instinct: To collect hosts
- Traps hosts in dream worlds
- Tricks hosts into attacking each other
- Creates portals, only extends it's tentacles outside portals
- Opens portals between it's world and the player's
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Water Element Solitary, Large, Divine, Construct, Amorphous Powerful waves of water (d10+2 damage) 23 HP 0 armor Ignores Armor, Near Special Qualities: It's bound to the place The eternal guardian of Blazing Shard. Tasked to guard it in Ash Cage against all who would dare to take it for himself. However during the years a temple was erected around it and is now an object of worship. Instinct: To obey ancient orders
- Guard what it's tasked to
- Pull enemies to himself and drown them
- Drain the fluids from the weak
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Grumpling Rager Solitary, Large, Intelligent, Hoarder Big knobby hands (d12+2 damage) 24 HP 1 armor Forceful, Ignores Armor "Brother! We need to leave! Remember the creature I told you about? The one that sulks and hides from everyone... Yes the one you don't believe exist. Well, right now it is ravaging the neighbour's farm, just behind the hill! Henhouses and broken wood pieces flying everywhere, I saw it. We need to get out of here while we can! What do you mean, you are not going? You think I am lying? Fine then stay - but don't expect me to be here when that creature tears down the house. I am out of here." Instinct: To wreck havoc
- Destroy inanimate objects
- Squash obstacles
- Throw debris
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Reth Dekala Group, Magical, Organized, Intelligent, Planar, Terrifying Infernal halberd (b[2d8] damage 3 piercing) 14 HP 5 armor Close, Reach Special Qualities: Air walk, Vilefire aura Wreathed in hellish vilefire, clad in armour and wielding unearthly arms, the Reth Dekala are infernal warriors from beyond. Once mortal but no longer, they act as mercenaries to those willing to pay the high prices they charge, striking with ruthless brutality - but also acting with honour. Their appearance in the world is never a good sign, for the skies darken in their presence, and other grim tidings herald their coming. They act as mercenaries, but who knows why they're really here? Instinct: To fight and train
- Strike with lethal precision
- Wield vilefire
- Summon reinforcements
- Utilise otherworldly manoeuverability
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Detrich "Dead Eye" O'Danos Solitary, Stealthy, Organized, Intelligent, Cautious Relic shredder rifle (b[2d10] damage 1 piercing) 12 HP 3 armor Close, Near, Far Detrich O'Danos was convicted for dozens of murders, and was sentenced to serve the rest of his days in the various copper mines in the Cinder Expanse. One day, his pick broke through the stone and into the lower reaches of a Spell Weaver ruin, and one remarkably free of Relic Drones. He lucked upon a still-functional artifact of the Spell Weavers, and used the weapon to escape. He soon formed the Dead Eye Bandits from other escaped prisoners, and has been plaguing the Cinder Expanse ever since. Instinct: Take what belongs to me. (Everything.)
- Reveal a deranged yet brilliant plan.
- Fight dirty.
- Call in the gang.