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Cadaver Harvester Solitary, Large, Stealthy, Cautious, Amorphous Bash with limbs (d10 damage) 23 HP 3 armor Special Qualities: All Around Vision The cadaver harvester is a peculiar creature. It doesn't grow or eat naturally, instead infecting corpses and haphazardly merging them together, replacing decaying mass with new bodies. Once is has a suitably big mass, it will even start creating corpses to add to its make. It can also unleash an ear splitting shriek. This deals either a d6 or w2d6 of damage, ignoring armour, depending on a defy danger roll. Instinct: To collect corpses
- Harvest corpses, healing itself
- Look like a pile of corpses
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Minotaur Solitary, Large, Intelligent, Hoarder Assault Rifle (b[2d10+2] damage 1 piercing) 16 HP 0 armor Forceful, Near, Far Special Qualities: Never gets lost Minotaurs are hulking humanoids with bovine traits. They have an innate love for and understanding of complexity, leading to them creating many overcomplicated devices for the sheer thrill of it. Minotaur homes are rarely, if ever, laid out in a logical, easy to figure out way, as the bull-headed people themselves photographically remembers layouts with ease. Instinct: To enjoy the thrill of seeing its plans come to fruition
- Excel at navigation
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The Beast of El-Jahad Solitary, Large, Magical, Intelligent, Terrifying Entropic claws (b[2d10+4] damage) 20 HP 4 armor Forceful, Ignores Armor Special Qualities: Formed of mismatched body parts A union of dark, necromantic spirit and the greatest of flesh golems. Instinct: To possess what it can and destroy what it cannot
- Rend limbs from adventurers to add to its flesh
- Possess and manipulate through necromancy
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Nightmare Solitary, Large, Magical, Planar Heavy Hooves (w[2d10] damage) 16 HP 0 armor Special Qualities: Flight Nightmares are equine beings of other worlds. Magical and herbivourus, they none the less display a preference for fight over flight when threatened. Their properties makes them favoured mounts for those who have the steely resolve necesarry to break them. Instinct: To eat
- Exhale a cloud of obscuring smoke
- Ride between planes
- Walk on air
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Dark Brotherhood Fleshbender Group, Magical, Intelligent, Cautious, Terrifying Fleshbending (b[2d8+2] damage 1 piercing) 14 HP 7 armor Close, Near, Far Special Qualities: Control over their own flesh lets them reshape to suit the situation and regenerate, They're misshapen or grotesque DB Fleshbenders form the middle ranks of the cult, acting as its researchers and weapons designers. In their early stages, they are only able to manipulate their own forms and unskillfully. This leaves their form as permanently deformed. The initial stages are sometimes fatal but those who survive it become fearsome adversaries and skillful manipulators. Those who are granted the chance to rise even higher may learn to return to their original form through force of concentration. Instinct: Reshape the biological world to serve the Dark Brotherhood
- Bend living flesh to its will
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Dark Brootherhood Bloodhound Horde, Intelligent, Construct, Terrifying Gnashing teeth (d6 damage 1 piercing) 7 HP 0 armor Close Special Qualities: Can smell the flesh of those with magical power, Can switch between bi- and quadri-pedal, Pain receptors destroyed wont't flee The DB Bloodhound is a rudimentary but intentional construction of the DB Fleshbenders. One of their early mutations, initiates who show little talent or intelligence are reconfigured to be more dog-like. The process is excruciating and inexact, destroying the pain receptors and driving the person mad. The skeleton is neither one form or the other and so makes snapping and grinding noises as the Bloodhound moves. Their powerful jaw dislocates allowing them to take huge bites but requires their handlers to keep them masked and leashed except when they are set upon enemies. Instinct: To carve off a piece for itself
- Scent the blood of the powerful
- Attack without care for itself
- Tear off chunks
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Morc Horde, Small, Organized, Cautious, Hoarder, Terrifying Dagger (d4 damage 1 piercing) 4 HP 2 armor Close, Reach Special Qualities: Strange body type Morcs are some sort of small orcs, the Morcs developed from a premature baby orcs that were exiled due to their small body and weakness. They are fighting with a small but very sharp dagger and are holding wooden shields to defend themselves. They hate the orcs for exiling them and will take advantage to kill orcs when possible. Instinct: to feel overpower
- Attacking smaller creatures
- Calling for help
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Gladiator Solitary, Intelligent, Cautious Spear/Blade (d10+2 damage) 16 HP 3 armor Close, Forceful, Near The Gladiator, fought in the ring for many years just to survive another fight. Just before is death his master released him, due to the amount of money he made for him during his fights. Instinct: To survive
- Fight for it's life
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Chuul Solitary, Huge, Stealthy (d10+3 damage 1 piercing) 20 HP 3 armor Reach Shrimp-like creature the size of a small house with tentacles on its apdomen that allows him to paralyze his prey. Its pincers can tear boats in half easily. Mages that master mind magic can gain controls over them. Instinct: Listen to its master's
- Lurk in aquatic areas
- His tentacles have a paralyzing effect
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Beleth (Demon Form) Solitary, Large, Magical, Divine, Intelligent, Terrifying Geysers de braises (w[2d10+2] damage) 18 HP 4 armor Forceful, Ignores Armor, Near Special Qualities: Demon wings coming out of teared skin Beleth's body swells into a demonic abomination. His skin tears in fiery streaks on his body. He creates ember geysers from hellfire and the stone around him. Instinct: to kill and dominate
- Master of the Arcane Arts