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Giant Venus Flytrap Solitary, Large, Stealthy, Terrifying, Amorphous Crushing Bite (d10 damage) 19 HP 2 armor Near Special Qualities: Its huge jaws are covered in a foul-smelling acid There's a difference between tripping over a vine, and having the vine trip you. Instinct: to feed
- Ensnare and Feast on anything that crosses its path
- Appears lifeless until it traps prey
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Ahlber (a.k.a. Firebird) Solitary, Magical, Divine, Devious Fiery Wings (b[2d10+2] damage) 12 HP 4 armor Close Primarily diurnal, seeing an Ahlber at night is enough is enough to send even the most hardened warriors into a panic. Through an Ahlber's eyes, Soltzen can peer more easily into the world of the mortals. Rumours state that anyone who harms these giant birds will be cursed with bad luck, and for good reason; Anything that touches an Ahlber will instantly burst into flames. Instinct: Follow the command of Soltzen
- Set fire to its perch
- Curses its attackers with bad luck
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El-Jahad Solitary, Magical, Devious, Intelligent, Planar Possession (d8 damage) 16 HP 4 armor Close, Ignores Armor, Near Special Qualities: Incorporeal The deathless spirit of El-Jahad the Corruptor and Incorruptible Instinct: To utterly destroy his ancient enemies
- Possess and corrupt
- Corrupt through necromancy
- He takes from those he possesses
- Show visions of the truth lying beyond the Gates of Death
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Nessian Hell Hound Group, Large, Planar Hellish Bite (b[2d8] damage) 10 HP 2 armor Special Qualities: Immune to Fire, Weak to Cold Nessian Hell Hounds are no mere hunting hounds. These great canines have been breed for war. And war in the abyssal realms tend to be quite hardcore. Like their lesser kin, they can breathe fire, ignoring armour and gaining no damage bonuses what so ever. Instinct: To hunt
- Breathe Fire
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Hell Hound Horde, Planar Hellish Bite (d6 damage) 3 HP 0 armor Close Special Qualities: Immune to Fire, Weak to Cold Hellhounds are canines native to the abyssal realms. In many regards, they are very much like hounds, though attuned to fire. They can use a breath weapon, ignoring the armour of a single target. Instinct: To hunt
- Breath fire
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Gwyn 'Lord of Cinder' Solitary, Large, Magical, Divine, Intelligent, Planar Great Lords Greatsword (b[2d12+6] damage 1 piercing) 20 HP 6 armor Forceful, Ignores Armor, Near, Far Gwyn is the lord of Cinder and has given his life to the continuation of the human race. Powerful in mele combat as he wields a giant greatsword on fire, he can leap in order to close distance. To choose combat against him, is to challenge the might of the sun and all it's wrath. Instinct: To defend the first flame
- Leap strike - Leaps forward with his greatsword smashing the his target and the area around it
- Fire Grasp - He grabs ahold of someone and ignites and explosion from the palm of his hand
- Gaze of Authority - Stares into the eyes of an enemy before combat
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Soul Storm Solitary, Large, Magical, Devious, Amorphous Image of Death (d8 damage) 23 HP 5 armor Ignores Armor Special Qualities: Flight, Senses the Living Believed to perhaps be the ultimate form of wraith, soul storms form where thousands of people have died. Unlike wraiths, they are not merely fragments of souls, but the actual souls themselves fused into a hateful, pained maelstrom. Surrounding their target, the whirling souls manifest an entity to attack, which assumes the form most of the souls would associate with death. The soul storm is notoriously hard to put down permanently. Instinct: To kill
- Remanifest days after being defeated
- Rip away life force, sickening the target
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Ash Wraith Horde, Large, Magical, Devious Cinder Cloud (d4 damage) 15 HP 4 armor Ignores Armor, Near Cinder wraiths are spawned from horrific cases of being burnt to death. While the soul has moved on, the pain and agony has left fragments behind, which animates their charred remains and gives them hideous unlife. Constantly in agony, they seek to spread their misery across the world. Instinct: To burn everything
- Set things of fire
- Forces sickening smoke down the victim's lungs
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Night Hag Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder Hag's Kiss (d8 damage) 12 HP 4 armor Close When the elves fled the ancient calamity, some sought refuge in the darkest parts of their fey nature, becoming the night hags. Even the nicest of these hags have a very mercenary mindset and tend to come off as unsympathetic and without empathy. None the less, these very traits also make them easy to deal with, if you can pay the price. Their magical protections is generated by an item on their person, which can be removed. Instinct: To earn a profit
- Craft magical items
- Shapeshift into other humanoids
- Cause sickening nightmares
- Inflicts sickness with its diseased bite