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Clay Golem Solitary, Large, Stealthy, Devious, Amorphous Crush (d8+2 damage) 23 HP 1 armor Forceful Special Qualities: Ward 2 against non-earth magic, Construct Clay golems are much softer and mallable than your common golem, making them easier to break aprt. However, the same mallability also makes them harder to destroy and makes them much more flexible. Furtheremore, they can control parts of themselves that has been ripped off for a short time before the magic fades, allowing them to seed wounds with small, shredding clups of clay. Instinct: To serve creator
- Squeeze through tight spots
- Sudden surge of speed
- Infect wounds with living clay
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Slaver Leader Solitary, Organized, Intelligent dagger (d10 damage) 12 HP 1 armor Close Special Qualities: commands others to help him The leader of this group of slavers, he doesn't take kindly to invaders. Instinct: to enslave
- Lead Slavers
- Call workers
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Nehwon Devourer Solitary, Stealthy, Planar Sword (d10 damage 1 piercing) 12 HP 5 armor Close, Near The Devourers are a race of rapacious alien merchants whose only purpose is to sell trash and reap huge profits. They set up shop in large urban areas and, using their potent powers of illusion, persuade the populace that they are selling fabulous treasures at bargain rates. The Devourers originate in a parallel universe, but they have spread to numerous other worlds, bankrupting them and ransacking their wealth. In their true form, Devourers resemble large iron statues, something like iron golems. Their illusionary powers allow them to appear as anything and anyone they desire (usually the most inoffensive and naive salesman imaginable, for example). Their illusions cannot be dispelled, they can only be penetrated by magical means. Instinct: Bankrupt
- Sell trash and reap huge profits
- Cast Illusions
- Makes trash appear valuable
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Earth Elemental Group, Large, Stealthy, Intelligent, Planar, Amorphous Boulder smash (d8+4 damage 2 piercing) 21 HP 3 armor Forceful Earth elementals, as the name implies, is raw earth brought to life. Simplistic in mind, earth elementals are patient and calm creatures, though if provoked with strike without mercy. Tehy are often summoned and boun by mages to serve as guards and construction crew, sometimes even both. Instinct: To shape earth
- Break things
- Hide in earth
- Shape Earth
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Shadow Mastiff Group, Planar Maul (d8 damage) 6 HP 2 armor Close Shadow Mastiff's are dog-like beings from the Shadow Realm. A harsh world has bread harsh creatures and these vicious beasts hunt in well-coordinated back, switching between cunning ambushes and ferocious all-out attacks as needed. Instinct: To hunt
- Utter a Terrifying Howl
- Hide in shadow
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Glabrezu Solitary, Huge, Stealthy, Magical, Intelligent, Planar Pincer (d10+7 damage) 28 HP 1 armor Reach, Forceful Special Qualities: Extra limbs Glabrezu are the most common tradesfolk of Hell. They are authorized to grant boons, blessings and miracles fueled by the power of Hell, often in return for a soul or favour. To this end, they are also capable of crafting quasits, the proof of one's tie to hell. While not warriors, the Glabrezu are perfectly capable of defending themselves, as their buisnesses are often targeted by forces that are aligned against Hell. Instinct: To aquire souls for Hell
- Offer a deal
- Grant Wish
- Disguise self as a mortal
- Craft Quasit
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Haunt Horde, Devious, Planar Burning Hands (d4 damage) 7 HP 0 armor Close, Far "A shimmer of the air, a cold draft is all you get sometimes. Haunts, their weak on their own. Don't get overwhelmed, that's where their strength is. They travel in hoards and charge their victims to feed to burn them with their hands. Remember, keep your aggression in check while fighting them, they feed on it. We can only guess that they absorb it through touch." - Monster Hunter Manual: The Guide to Ghosts, Ghouls and Specters" Instinct: To feed off of negative energy
- Aggressively charges it's target with it's hands
- It's hands burn it's target with ghostly energy.
- It absorbs aggression through touch.
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Death Solitary, Magical, Divine, Intelligent, Planar, Terrifying, Amorphous Scythe Swing (b[3w[3d12+6] damage 2 piercing) 25 HP 7 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: Incites fear with his frightening visage. The Death of Discworld is a traditionalist, which is appropriate for an anthropomorphic personification whose shop floor is a flat world carried on the back of an enormous turtle. He wears a black robe, carries a scythe, rides a white horse and talks in a heavy yet peculiarly hollow voice. He has no vocal cords to speak with, and therefore the words enter the head with no involvement from the ears. His voice could be described as being like two concrete blocks being rubbed together or the slamming of coffin lids. Death owes his existence in this incarnation to humanity's ancient tendency to put faces to names. He is immortal, although technically the term applies only to those who live forever, and indeed Death does not have a life, as such. He has something subtly other. The difference is like that between a marvelous view, and a very good painting of a marvelous view. But... observation, now known to affect the thing observed, also affects the observer... After hundreds of thousands of years of mindless reaping, the Death of Discworld began to take an interest in his job. Who were they, these brief mortals whose one aim seemed to be to make their tiny lives as complicated as possible? Why, when the existence of their entire species was shorter than the tiniest heartbeat of the universe, did they waste time as though they had a permanent supply of the stuff? Was it at all possible that they had some sort of secret? The observer changed... Now, in his pursuit of something he has no name for yet. Instinct: to release the spirits of dead beings.
- Summon Binky
- Unimpeded Phasing
- Reveal Knowledge of the Future
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Taint Wolf Group, Small, Organized Chomp! (d8+2 damage) 6 HP 0 armor Close, Forceful These wolves have been infected and all they want to do is spread it. often attacking animals and leaving them alive to crack their bones and grow them into a wolf like them. They hunt together and recoup strength at the old wolf god's castle. Instinct: Bite and spread the taint.
- Hunt for anything.
- Howl!