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Maniacreep Swarm Horde, Tiny, Intelligent, Planar, Swarm Gnawing Maw (d8-6 damage) 3 HP 2 armor Hand, Ignores Armor Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire Maniacreeps a small, bizzare lizards from Hell. While intelligent, they seem to express said intelligence in a rather demented way, hunting for hosts they can posess and ride around, usually while hollering and screaming for the sheer fun of it. Instinct: To direct a host
- Makes noises. Lots and lots of really annoying noises.
- Burrow into and hijack a living being
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Fallen Angel Solitary, Stealthy, Divine, Intelligent, Planar, Amorphous Soul Cutting Wing (d10+2 damage) 17 HP 4 armor Close, Ignores Armor Special Qualities: Immune to Mental Manipulation, Acid, Electricity and Fire, Resistant to Cold When angels commit to great a crime to be accepted, their connection to the divine is cut and they are cast out. Such angels keeps some spark of the divinity they once had, but not enough to sustain their form, causing them to fade into ghostly, broken things. Those who endeavor to thrive do so by taking control of mortals, especially holy people, and through them parasitise the divine energy they've been denied. Instinct: To destroy that which is sacred
- Learn about the target with a touch
- Can turn invisible at will
- Possess mortals
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Paladin Templar Solitary, Divine, Intelligent, Cautious Holy weapon (b[2d10+2] damage) 14 HP 6 armor Close The most powerful paladins becomes battle-hardened saints, admired by all who follow their deity and their ideology. Like all paladins, their damage die upgrades by one step against enemies of the faith. Instinct: To champion its deity
- Call upon divine might
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Paladin Crusader Group, Divine, Intelligent, Cautious Holy Weapon (b[2d8+2] damage) 8 HP 4 armor Close Crusaders are active frontline fighters, expected to go into the world and fight the good fight, however that is defined. As such, they are seasoned warriors and skilled with their weapons. Instinct: To champion its deity
- Call upon divine might
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Paladin Squire Horde, Divine, Intelligent, Cautious Holy Weapon (d6+2 damage) 5 HP 4 armor Close Paladin squires have just recently been admitted into the circles of paladins and invested with a measure of power. Decked out in heavy amour, they are hard to break. Their damage die upgrades by one step against enemies of the faith. Instinct: To champions its deity
- Call upon divine might
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Quasit Stalker Solitary, Tiny, Stealthy, Devious, Planar Silenced Uzi (d8-2 damage 1 piercing) 12 HP 0 armor Hand, Near Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire, Flies Quasits whose masters survive for long times usually start developing something resembling their own personality, though one always wholly devoted to their bonded soul. Given their small stature and abilities, they often develop personalities that emphasize subtlety and finesse. Instinct: To bring its bonded soul to Hell
- Usher bonded soul to Hell
- Turn invisible
- Inflicts shakyness with its venom
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Barlgura Group, Large, Intelligent, Planar Brutal Fist (d8+3 damage 3 piercing) 14 HP 0 armor Forceful, Ignores Magical Armour, Construct Bane Special Qualities: Immune to electricity and poison, Resistant to aci, cold and fire Barlguras are massive, ape-like demonic brutes that work as living battering rams, pounding enemies into paste. They are often deployed against mages, as they can even smash apart magic. Instinct: To crush Hell's foes
- Uses smaller enemies as a weapon
- Smash magic apart
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Janni Elemental Stalker Solitary, Stealthy, Magical, Intelligent, Planar, Evasive Scimitar (d10 damage 1 piercing) 12 HP 2 armor Close Special Qualities: Resistant to elemental damage Janni Elemental Stalkers use their connection to all the elements to infiltrate, pursue and even assassinate. Their ability to blend in just about anywhere, making them hard to detect before they strike and nearly impossible to pin down. Their damage die is upgraded by one step when they attack from ambush. Instinct: To protect their home
- Grant wishes
- Stealthily follow targets
- Can transform into an elemental
- Take on the form of another
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Sand Maw Solitary, Large, Stealthy, Cautious Crushing Tentacles (b[2d10+3] damage 1 piercing) 16 HP 2 armor Near Sand maws, a more sedentary cousin species of the dust digger, lives most of their lives in one place, shoveling whatever gets close into their mouth. Their teeth are a lot more dangerous than their tentacles, allowing the to use D12 for damage. Instinct: To eat
- Grab people with its tentacles
- Hides in sand
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Swamp polyp Solitary, Small Bite (d10 damage 1 piercing) 12 HP 0 armor Close, Near Special Qualities: Aquatic, Immobile Swamp Polyps have a columnar body with the beak uppermost surrounded by a ring of tentacles. They will often develop valuable "black pearls" in their guts like oysters, but have a nasty bite. Instinct: Grab
- Creates black pearls