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Druid / High Priest Solitary, Magical, Devious, Intelligent Ritualistic Dagger (d8 damage) 16 HP 2 armor Close, Ignores Armor, Near, Far A tall hooded figured with a dark face, barely visible, overshadowed by a black hood with white and grey trim. It is difficult to discern the body type and strength of the figure, but it appears lanky. Instinct: Command Underlings / Protect Secrets
- Entangling Roots
- Sleep
- Control
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Druid / High Priest Solitary, Magical, Devious, Intelligent Ritualistic Dagger (d8 damage) 16 HP 2 armor Close, Ignores Armor, Near, Far A tall hooded figured with a dark face, barely visible, overshadowed by a black hood with white and grey trim. It is difficult to discern the body type and strength of the figure, but it appears lanky. Instinct: Command Underlings / Protect Secrets
- Sleep
- Control
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Bokor Solitary, Magical, Devious Curses (d8 damage) 12 HP 0 armor Close, Far Special Qualities: Spellcaster, Creates and controls Zombies A bokor is a Vodou sorcerer for hire who is said to serve the loa 'with both hands', practicing for both good and evil. Their black magic includes the creation of zombies and the creation of 'ouangas', talismans that house spirits.Bokors are similar to the "root workers" of Vodou and New Orleans voodoo. Some may be priests of a Vodou house. Bokor are usually chosen from birth, those who are believed to bear a great ashe (power). A Bokor can be, by worldy terms, good or evil, though some sources (Judeo-Christian) consider him an evil version of a houngan. A houngan is the term for a male priest in Haitian Vodou (a female priest is known as a mambo). Instinct: Work magic for profit
- Talks to Spirits
- Summon Zombies
- Enchants
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Skeletal Panther Solitary Claws and Teeth (d10 damage 1 piercing) 16 HP 0 armor Close A skeletal leopard that prowls the woods and sometimes caves, in search of heat it can stifle. Instinct: To make things cold and lifeless
- Mauls anything emitting heat.
- Drags victims to snow/ice/meltwater.
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Olgoth Lord Of Orcs Solitary, Intelligent, Hoarder Jagged Sword (b[2d12+4] damage 2 piercing) 12 HP 2 armor Close, Forceful, Reach Instinct: To Rule
- Commands Armies
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Sandman Solitary, Magical, Divine, Devious, Amorphous Sleep Sand (d8+2 damage) 21 HP 5 armor Close, Ignores Armor Taller than a man and leaving a trail of coarse, brown sand behind it as it moves, the Sandman is relentless in its desire to put creatures to sleep. Its unknown if this creature can even be killed. Instinct: Put everyone to permanent sleep
- Smother with sand
- Put to sleep
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Siege Boar Solitary, Large, Intelligent, Construct Goring tusks (b[2d10+4] damage 1 piercing) 20 HP 1 armor Forceful Special Qualities: Obeying the whip, Mind cannibal During the dark days of the five crest war, one of the kingdoms brought out a terrible new weapon. A massive boar, that learns from each foe it consumes. It has an arsenal of blades growing from it's back, so the army never goes without weapons. The skull of the beast is so thick that battering rams have lost their purpose. But the worst quality of this alchemical beast is its absolute loyalty to whoever carries the whip. No matter how dire the situation, the beast will never falter, and never turn back. Bring one of these into battle and they'll win you the war. Now, what will be your first bid on this mighty weapon? Instinct: Wage War
- Shoot out growing blades from its back
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Goatscorpion Solitary, Large, Stealthy, Devious, Intelligent, Planar Pincers, Sting (b[2d8] damage 1 piercing) 16 HP 3 armor Special Qualities: Immune to poison, flame and fear Goat’s head, giant scorpion’s body. It despises innocence and will attack the most virtuous party member first. Sting poison: 10d6 dmg Instinct: to destroy the virtuous and innocent
- Spit vile black fluid
- Poison them
- Grab and snap 'em
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Demonic Fly Solitary, Large, Intelligent, Planar Claws (b[2d10] damage) 16 HP 2 armor Special Qualities: Wings, Immune to poison, flame and fear Huge insect body, head like a bug-eyed caricature of a human face. It is dumb and vicious, but has an intricate knowledge of politics. They can emit a sound causing collective hallucinations (all PCs hallucinate the same thing). GM should not tell players they are hallucinating and hallucinations will generally be of things that would cause the PCs to expend resources (water, spells, arrows, etc.) to “destroy” them or things which would make them remove their armor. Instinct: to topple power
- Corrupt them
- Cause hallucinations
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Vorkuta, the Nephilidian Group, Stealthy, Devious, Intelligent, Hoarder claws, bite (b[2d6] damage 1 piercing) 14 HP 1 armor Close Special Qualities: Amphibious, Immune to Poison, Immune to Mind Control Floating palely in a small topless tank (5’ across, 15’ deep), Vorkuta is quite mad. She has gills in her neck and pale blue eyes. She babbles parts of old conversations and snatches of fairy tales. She will attack anyone who doesn’t humor her, however, and will try to swallow any jewelry she sees. She can transform into a small, mobile pool of black blood, or an aquatic form resembling a hybrid of a lionfish and a manta ray. If reduced to zero hit points within the zoo, Vorkuta will revert to the former form and escape, regenerating 1hp per hour. If grievously wounded in the water, Vorkuta will turn into sixteen black stones and sink to the bottom. In either form, a drop of blood from another vampire is sufficient to revive her completely. Sunlight or a stake through the heart will slay her permanently. Holy water causes 2 – 7hp damage. She is immune to poison and all forms of mind control. Turns as a vampire. So decadent are these creatures that they fear equally the sun, the sea, dry land, and, indeed any surface not hewn by an intelligent hand. Most prefer never to leave their half-drowned empire of Nephilidia. Inside its tarnished palaces and rotting halls they sit--forever knee-deep in black and stagnant water, with strange algaes stretched like cobwebs from the surface to the once-ornate walls and crumbling statuary--endlessly elaborating cruel and languid intrigues, attended by salamander men and eyeless fish. This amphibious species can change into a small, mobile pool of black blood, or take the form of a strange, darting, long-tendrilled aquatic animal resembling a hybrid of a lionfish and a manta ray. If reduced to zero hit points on land, the creature will revert to the former form. Consequently, if sufficiently injured, the Nephilidian vampire often sinks into the soil and becomes hopelessly trapped and intermingled with the earth. If grievously wounded in the water, this bizarre creature will turn into sixteen black stones and sink to the bottom. In either form, a drop of blood from another vampire is sufficient to revive the creature. Due to these vulnerabilites, the Nephilidian vampire prefers to travel via subterranian aquaducts, sewers, or other shallow, watertight, artificial constructions. They despise, but can--with an effort of will--tolerate clean running water. In their humanoid form, they are distinguishable from ordinary vampires by the gills on their necks and their glassy blue eyes. Instinct: to feed
- Grapple them
- Swallow their jewelry
- Turn them and enthrall them
- Shapeshift