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Spirit Fiend Solitary, Large, Magical, Devious, Intelligent, Planar, Terrifying Weaken (d8 damage) 16 HP 4 armor Special Qualities: Humanlike The spirit following Kogan is one ugly motherfucker: it's humanlike, but not enough; it stands 8 feet tall on gangly legs, ribs protruding from grey skin, wisps of dark hair falling over its rotted jaw. And when it smiles... it smiles from ear to ear. The thing's been sucking the lifeforce from Kogan ever since the very start of your journey. You don't know what it is or why it wants Kogan, but now it seems to be feasting on him, smiling that horrible smile. Instinct: To feed
- Extract life
- Consume
- Instill doubt
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That Which Lurks in the Fog Solitary, Huge, Magical, Divine, Planar Rend (d12+7 damage) 26 HP 4 armor Reach, Forceful, Ignores Armor, Far That Which Lurks in the Fog. There's no other name for it; it's more ancient than you, than Phainomora, than all of Creation. It's not a god; it's much, much older and more powerful. It had been sleeping for most of its unfathomably long life, if it can be called that, but now... now, it's awake. When you look at it, you can barely hold it in your perception. It's huge, you know that much. Wait, how many limbs does it have? When you try to look into what you assume are its eyes, you get the sense you are staring into true nothingness, oblivion. When you look away, you're left with a hole in your memory, the feeling of having just forgotten something. Instinct: To restore equilibrium
- Annihilate
- Remove memory
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Bloodhound Solitary, Magical, Intelligent, Planar Sharp Claws (d10 damage 1 piercing) 16 HP 2 armor Close, Near Every Species has their Lords and Every Lord has their loyal Spies and Hunters. These beings are the infernal equivalent. Their true form lies somewhere between humanoid an canine, most closely resembling that of a werewolf. They do however lack the true fur of their moon-adoring brothers, instead replacing it with thick black hide. The glow of the ancient godly fire burns beneath it, breaking through where it is thinnest. They are fast and unrelenting, only stopping their hunt when they have the prey their master stends them out to bring. They are very rasre, but never alone, posessing the ability to summon and command lesser devils to aid in their pursuit. Instinct: To hunt its Prey
- Pick Up the Scent of Prey
- Burn with blessed infernal Fire
- Summon lesser Infernals
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Nightwalker Solitary, Huge, Magical, Stealthy, Intelligent Claws (d10+3 damage 2 piercing) 24 HP 4 armor Reach, Ignores Armor, Near Nightwalkers are the shades of extremely strong-willed and evil mortals whose ancient and unyielding will and malice allowed them to hold their corporeal shape.A nightwalker's vaguely humanoid body looks as if it is made of shadows. They tend to be about the size of a house, (approx 20ft tall.) Instinct: To spread corruption and suffering
- Turn living being into bodak
- Necrotic aura prevents healing
- Create fear
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Serviteur squelettique Groupe 1d8 2 PV 0 armure Epée squelettique Les points de vie sont pour chaque squelettes. Les dégâts infligés sont pour le groupe de squelette. Instinct: Frappe avec une épée en os
- Suivre les ordres du nécromancien sans poser de question
- Rester en groupe
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Elven Mage Group, Magical, Intelligent Magic Missile (d8 damage 1 piercing) 6 HP 0 armor Close, Far Instinct:
- A mage capable a casting many kinds of spells
- Magic Missile: Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
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Minotaur Skeleton Solitary, Large, Amorphous Axe (d12+4 damage) 19 HP 1 armor Forceful Instinct: To stop advancement up the tower.
- Cleaves.