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Wardwraith Solitary, Intelligent, Planar Touch of Death (w[2d6] damage) 12 HP 0 armor Close, Ignores Armor, Near Special Qualities: Incorporeal Some places are crowded with spirits, kept around to ward monsters away. Some spirits find this an acceptable existence, though others want nothing more but to pass on. These ones will seek out the living that travel through their lands and seek their guidance. Those that aid the spirits find their way are blessed with their mark, while those that try to stand in their way are cursed by it. Instinct: Pass beyond the gates of Death
- Seek directions to the lands beyond
- Curse a foe with Death's mark
- Bless a helpful traveller with their ward
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Spiritbound Construct Solitary, Large, Magical, Construct Head-sized fists (d10+5 damage 1 piercing) 20 HP 4 armor Forceful, Close, Reach Special Qualities: Spiritbinding metal chassi, Self-rebuilding This construct was created centuries ago, as an attempt to ease the restless spirits of the world. Drawn to a place where the souls of the deceased gather in great numbers, it is forced to wander, absorbing any spirit seeking vengeance or driven by hate, so that it may carry out its orders. It cares little for morality or obstacles in its way, focusing only on the objective at hand. It’s metal plating carry regal colors of bright blue, crimson, and gold, and it's royal visage have brought unfortunate ends for many. Rivertowns have been drowned, forest settlements destroyed by overgrowth, and great cities crumbled in on themselves; spirits of the world uniting in vengeance against the living, reshaping the world to sate their hate. Instinct: Avenge the dead
- Absorb a restless spirit, captive or free
- Reshape elements into the tool for an ironic demise
- Effortlessly break through an obstacle in its way
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Martikhora Solitary, Large, Stealthy, Devious, Intelligent Claw swipe (b[2d10+2] damage 1 piercing) 16 HP 1 armor Close, Reach, Near The Martikhora prowls the forests and jungles surrounding villages and settlements. The villagers are under her protection, and she guards them from their worst foe: themselves. She believes that mankind should stay in their villages, where they are safe, and anyone who strays must be punished. Any unfortunate wanderer who finds themself in the Martikhora's territory will be punished with a painful death, and be devoured. She claims that offerings of treasure and food will cease her relentless attacks, but they never do. The Martikhora will flee when faced with a real threat, returning to claim her due only when she has the advantage to go in for the kill. Instinct: Punish the wayward
- Find travellers to feed on
- Ambush from the trees
- Poison someone with a well-aimed tail spike throw.
- Flee to lick wounds
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Lacedon Group, Terrifying Deathly Touch (d8 damage 1 piercing) 10 HP 0 armor Close Special Qualities: Undead, Aquatic Marine form of a the ghoul. Custom Move: When you are first touched by a Lacedon, ROLL+CON. On a 10+, you keep going. On a 7-9, you choose 1: You don't take -1 ongoing until you rest. Your movements are not slowed down. A part of your body is not paralyzed. On a 6-, you're paralyzed until the party makes camp.(Note: Elves immune) Instinct: Consume
- Marine ghoul
- Gain the memories of their meal
- (Paralyze with a touch)
- Gnaw off a body part
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Curhadac Solitary, Large, Magical, Devious, Intelligent, Hoarder claws and blades (d10+4 damage 1 piercing) 16 HP 3 armor Forceful, Close, Near (scream) Special Qualities: Immune to sleep and charm spells The curhadac selects victims one by one, incapacitating them and bringing them to its lair. It then proceeds to slowly and painfully disassemble a victim, creating brushes from its hair and bones, and paint from its various organs and blood. It paints a portrait of another victim on a canvas made from the flayed skin. After 6 paintings are completed, it gives them to the 7th captive as a gift, and then releases that captive. Instinct: to produce its grisly art
- Produce grisly paintings that have a certain value in the right market
- Cause physical torment to a selected target with an animalistic scream
- Make off with a victim that few will notice is gone
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Displacer beast Solitary, Large, Stealthy, Planar Spiked Tentacles (d10 damage 1 piercing) 16 HP 3 armor Reach Instinct: to hunt for sport
- Be a few feet away from where it appears to be.
- Attack an unsuspecting victim
- Create multiple illusions
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Flesh Hunter Horde, Small Slash (d8 damage, messy) 3 HP 0 armor Hand, Messy, Armor worth 2x Small creature that hunts the flesh of living. Easily killed but found in large numbers that can overwhelm unprepared opponents. Its right arm is a curved serrated blade that excels at ripping apart flesh, and if not deflected by armor is sure to leave a scar. Its left arm is a large hand with greatly oversized slender fingers for grabbing and returning it's rendered flesh to it's dark task master. Instinct: To harvest flesh for it's master.
- Slashes enemies with a goal to dismember.
- Armor against attacks is worth double. Serrated blades works best on flesh.
- Returns the meat in can carry to it's task master.
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Gore Demon Group, Large Knock prone (d4 damage) 10 HP 0 armor Hand A stout muscled creature that carries an absurdly large cauldron. It's found with packs of demons that hunt the living for their meat. The flesh is added to cauldron where a dark magic immediately begins it's work. Instinct: To fill it's cauldron with the flesh and blood of the living.
- Sweep kicks or body checks that knock down or stun.
- When the cauldron is full, he summons a portal to return his bloody cargo.
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Stone Legion Commander Solitary, Large, Intelligent Stone Claymore (d10+2 damage) 20 HP 5 armor Forceful, Near The leader of the Stone Legion has the spirit of the Sorcerer King's right-hand-man fused to it. It still has the intelligence of a living man, but an unrelenting dedication to protect his king. Standing easily 10 feet tall, the Commander is the most imposing part of the Legion - and the most dangerous. Instinct: To defend the Sorcerer King
- Call another Legion phalanx
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Stone Legion Warrior Horde, Organized, Cautious Stone Lance (d6 damage) 11 HP 2 armor Close, Near Besides all the ghouls and zombies infesting the Tomb of the Sorcerer King, there is a legion of soldiers, their stone faces carved to resemble exactly the men who were sacrificed to be the undead guardians of the tomb. They will stop at nothing to protect their master's final resting place, and though some of them are missing, curiously smashed to pieces, the legion is still hundreds strong. Instinct: To defend the Sorcerer King
- Arise as one
- Charge relentlessly