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Smile Group, Large, Intelligent, Terrifying, Amorphous Rending Claws (d8+4 damage 1 piercing) 13 HP 2 armor Forceful, Ignores Armor Special Qualities: Its gelatinous body is contained by the skins of humans Called Smile for the gruesome smiling mask it has stitched for itself out of skins of intelligent beings,the monster is the larger of a team of 2. Only attacking at night, Smile, with its sneakier counterpart Frown, coordinate to kidnap and skin adventures. Smile takes the strong man role in their team and is always seen first, a hulking shadow, that lumbers into the light of the fire. Light glinting of its bony claws. Instinct: To cloth itself in skins
- Capture people for skinning
- To draw attention away from Frown
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Mage-Protector Cyllia Adeias Solitary, Magical, Organized, Intelligent, Cautious Icicle (b[2d10+2] damage 4 piercing) 12 HP 6 armor Close, Near, Far, Forceful, Reach Instinct: to gain magical power
- Channel the Storm
- Call on the Tides
- Divine the Future
- Cyllia's Cone of Cold
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Demonic Princess Solitary, Stealthy, Intelligent Meele with claws, Range with screams. (b[2d12] damage 1 piercing) 16 HP 1 armor Close, near Has the appearance of a beautiful princess, fooling the nobles, princes and kings for centuries while changing appearance now and then. Can be disguised by extraordinaire rage or mighty magic. Instinct: To pretend being a princess. To devour the unbelievers.
- Stunning screams from a few paces.
- Hide in the shadows.
- Vomit demonic-acid-ichor.
- Climbing steep walls and ceilings.
- Leaps over long distances.
- Flees and opens bloodportal, summon demons.
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Skeleton Knight of the Ebony Princess Solitary, Intelligent Attack with the 2handed ancient rune-sword. (d10+4 damage 1 piercing) 12 HP 3 armor Close, Forceful, Reach Once a mighty knight, gaining fame and great combatskills in his carrier, wandering through the lands, exploring and protecting the world at the side of the Ebony Princess he was lost in an ancient ruin and for a long time he wandered and finally died there, alone and flawed by the ancient spirits of the ruins. Now a silent guard, obeying greater powers. His mistress long gone and never found by him he rests in silent, dark places, along with other of its sorts. His call of duty hits him, when someone lesser enters his realm. Instinct: To guard.
- Slashing with an ancient large sword.
- Shoulder-bash.
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Skeleton Fire Mage Solitary, Magical, Intelligent, Hoarder Fire-spells, bone-claws (d10 damage) 12 HP 3 armor Close, Near, Far Once a pyromancer, no long dead. Old magic brought him back, only a shadow of its former self. Most times he only reacts, if someone enters its domain, seeking for the quiet darkness - collecting the belongings of intruders, hoping for interesting magical artefact, based on its former interests as a mortal. Serves an occult cause, if directed by a greater, more powerfull being. Instinct: To guard.
- Slash with bone-claws.
- Cast Fireball.
- Can hover above the ground.
- Can enchant an ally/its weapon with fire-magic.
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Mage of the Red Sun Solitary, Magical, Intelligent Ruby lightmagic of the Red Sun (b[2d10] damage) 16 HP 2 armor Close, Ignores Armor, Near The order of the Red Sun is long forgotten. Only here and there someone can find one disciple of the once mighty order of mages which learned to use the powers of the setting sun, channeling the dusk-suns power, tought by the First Scholar Zarall. Mentally stuck in the everlasting fight against the darkness where the demons lurk, they will never stop to pursue this honorable quest, no matter the cost. Instinct: To banish demons.
- Summon a Red Phantom.
- Cast blinding Red Light.
- Summon Red Light Barrier.
- Cast a barrage of ruby fire.
- Bind someone with chains of ruby light.
- Replenish his limited powers by absorbing suncrystals.
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Serpent Abomination Solitary, Huge, Terrifying Bite (d10+5 damage 2 piercing) 20 HP 1 armor Reach, Forceful Special Qualities: A horrific totem of body parts A large, serpent-like abomination that has grown larger than any flesh beast and defends the site of its birth. Instinct: To Defend
- Lash out: the creature lashes out with it's head or tail, pushing the target back as well as dealing damage
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Flesh Beast/Abomination Horde, Terrifying Strike (d6 damage) 3 HP 2 armor Close Special Qualities: It's horrific fleshy form that seems to serve no evolutionary purpose Seemingly birthed from the mountains, these amorphous creatures flood the streets in swarms, or hide in the shadows. They let out other worldly screams. Are they friend or foe? Where did they come from? Who do they serve? Instinct: To defend
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The King in Yellow Solitary, Huge, Magical, Divine, Intelligent, Hoarder, Planar, Terrifying, Amorphous Spells of unmaking (b[2d12+7] damage 1 piercing) 33 HP 7 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Drive those who see it insane Camilla: You, sir, should unmask. Stranger: Indeed? Cassilda: Indeed it's time. We have all laid aside disguise but you. Stranger: I wear no mask. Camilla: (Terrified, aside to Cassilda.) No mask? No mask! Instinct: to unmake reality
- Terrify
- Unmake reality
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Citizen of Carcosa Horde, Devious, Organized, Planar, Terrifying, Amorphous tentacle (d6 damage) 14 HP 1 armor Close Special Qualities: humanoid tentacle monster Perhaps Carcosa was once a city of humanoid creatures, now transformed into these monstrosities. Perhaps these are simply those humanoids who found their way here, and were warped by the King in Yellow. Instinct: to unmake reality
- Whisper madness
- Remind you of your greatest shame
- Attack in hordes
- Whisper terrifying secrets of the void