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Nightwing Group, Huge, Devious, Amorphous Oblivion Bite (d6+3 damage 1 piercing) 25 HP 3 armor Reach Special Qualities: Can detect magic The destruction of the soul is the most dire fate that can befall a living being, utterly erasing the person they once were. And for some, that is not even the end. The broken remains of dozens of souls, charged with negative energy and coppled together, can form a nightwing, a horrendous undead of terrifying power. Instinct: To serve
- Drains magic with a bite
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Demi Lich Solitary, Tiny, Magical Focused Necrotic Blast (w[2d10-2] damage) 16 HP 3 armor Hand, Ignores Armor, Near, Far Special Qualities: Immune to magic, cold, acid and electricity, Telekinetic, Flight Forever is a really long time. Most mortals cannot even begin to comprehend how long forever can be. Something that sometimes backfires when they seek immortality. Liches, like many forms of immortals, sometimes experience an inescapable sense of ennui, a sense that everything's the same and the days turn into an endless blur. Their soul decays and fragments under the weight of eternity, until they finally give in and let go, crumbling to dust. Yet the potent necrotic energy that animated them in the first place remains, infusing their remains and turning them into the dangerous demi-lich, a mindless but magically potent guardian. Instinct: To guard its lair
- Eats souls
- Bestow curses
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Mummy Priest Group, Divine, Magical, Devious, Construct, Terrifying Brutal Fist (d6+4 damage) 16 HP 1 armor Close, Forceful Special Qualities: Undead, Aura of Divine Wrath Mummy Priests where the servants of the gods in life and remain so in death. They are often found in temples, guarding sacred relics and leading the faithful, be they dead or alive. Their sand blasts ignore armour and can hit groups, but counts as fire elemental, doesn't get any damage bonuses and hits with a reduced damage die. Instinct: To serve its deity
- Control undead
- Blast burning sand at people
- Sicken and scar with a touch
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Thanadaemon Horde, Tiny, Planar, Terrifying Withering touch (b[2d6-2] damage) 7 HP 3 armor Hand Special Qualities: Drains life with a touch, Image of death These daemons are the personal servants of the Horseman of Death. They are not the most powerful of daemon, instead holding administrative roles. Still, they are not to be underestimated, capable of destroying flesh with a touch. Instinct: To serve the Horseman of Death
- Drain life with a touch
- Consume a soul gem to fully heal
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Cacodaemon Group, Tiny, Devious, Intelligent, Hoarder, Planar Chomp (d4-2 damage) 6 HP 1 armor Hand Special Qualities: Can turn invisible Cacodaemons serves the vital function of harvesting souls for Abaddon. As the place is not the most popular destination in the afterlife, they use cacodaemons to shanghai souls from the recently deceased, trapping them in gems for easy processing. Instinct: To process souls for Abaddon
- Eat souls and convert them to gem form
- Inflict a stunning disease with its bite
- Shapeshift into a small animal
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Derghodaemon Group, Large, Planar Scything limbs (b[2d8+2] damage 2 piercing) 10 HP 3 armor Special Qualities: Does normal damage to swarms and ignores ignore armour on swarms Derghodaemons are the shock troops of the daemon forces. Built with a crustecean-like appearance, they are heavily armoured and armed. They've been created to survive barrelling into enemy formation, unleash their maddening scream and then start chopping everything to pieces like a psychotic blender. Instinct: To kill the enemies of Abaddon
- Emit a stunning and scarring screech
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Thunderbeast Solitary, Large Lightening Bolts (d10 damage) 20 HP 1 armor Ignores Armor, Near Special Qualities: Turn into lightening to escape If you see a bolt of lightning flash across the ground instead of from the sky, you may have just caught a glimpse of a Thunderbeast. And if you hear a peal of thunder that lasts longer than it should, that may be a Thunderbeast's roar. It carried storm clouds on its back so it can produce lightening regardless of the local weather. Instinct: Run off ever accumulating energy
- Run across the land
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Magmarbeast Solitary, Large, Devious Tusks (d8+4 damage 1 piercing) 16 HP 1 armor Forceful Special Qualities: Unaffected by lava With the power to create volcanos and cause them to erupt with a bark, Magmarbeasts are the worst nightmare of any mountain-dwellers. When not forcing magma out of the planet's core, they can be found racing through grasslands and creating warm summer breezes. Instinct: To expand its territory
- Cause volcanic eruptions
- Traps foe in a circle of fire
- Batting with its huge paws
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Aurorabeast Solitary, Large, Intelligent Frost Breath (w[2d10] damage) 16 HP 1 armor Reach, Ignores Armor, Near Special Qualities: Can run on water This mystical dog-like creature constantly journeys in search of places with pure flowing water. Aurorabeasts wield the power to instantly purify any contaminated water they find. Legends state its fur is softer than silk, but no one has ever gotten close enough to know for sure. Instinct: Cleanse fouled water
- Freeze any water it touches
- Summon the North Wind
- Leave an afterimage
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Quetzalcoatl Group, Huge, Divine, Organized Fangs (b[2d10+7] damage 1 piercing) 20 HP 2 armor Reach Special Qualities: Flight The king of all serpents, Quetzalcoatls soar above the clouds with ease on multicoloured wings. Monstrous creature. Lovely plumage. Instinct: Follow the command of Hueteo
- Guard Arcadia
- Roar to call others of its kind