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Councilor of Vashti Solitary, Stealthy, Magical, Devious Inlaid dagger (d6 damage) 12 HP 0 armor Close How many hidden inner circles does the mystery cult of the god of secrets have? The Councilor of Vashti knows. Instinct: To manipulate
- Step into shadows
- Mesmerize the helpless
- Use a secret for leverage
- Offer a seductive deal
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Initiate of Vashti Solitary, Stealthy, Devious, Intelligent, Hoarder Engraved dagger (d6 damage) 12 HP 0 armor Close A member of the cult of Vashti, god of secrets, invested in the mysteries of the first circle. Instinct: To know
- Shroud with enveloping dark
- Induce unnatural fear
- Exploit a hidden weakness
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Mithraic Master Solitary, Organized, Intelligent, Cautious, Hoarder Blessed glaive (b[2d10+2] damage 2 piercing) 12 HP 3 armor Close, Reach Special Qualities: Cleaving attack Listen up, maggots. You are not special. You are not a beautiful or unique snowflake. You're the same decaying organic matter as everything else. Instinct: To dominate.
- Seize a commanding position
- Disable a disadvantaged foe
- Land many lightning blows
- Make use of his followers
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Mithraic Initiate Group, Organized, Intelligent, Cautious, Hoarder Consecrated glaive (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach Special Qualities: Cleaving attack You do not talk about the Cult of Mithras. If this is your first night at the Cult of Mithras, you have to fight. Instinct: To excel
- Hobble with a slashing attack
- Cleave with a whirling attack
- Lure and separate them
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ZARATH RAIDER Horde, Devious Poisoned blades (b[2d4+2] damage) 3 HP 1 armor Close Zarath Raiders are the core of Zarath’s black army from the north. Zarath raiders are the vilest of men and women who have completely sold themselves to the way of Zarath. They are often the first to turn to Zarath in their communities and act as spies, scouts and assassins before joining the army as it sweeps south. Raiders wear black studded leathers, blackened poisoned weapons and black executioner hood style helmets made of toughened leather. Many have the heads and scalps of the recently killed and executed adorning their armour. Instinct: to enslave, to kill for Zarath
- By the blade it poisons and by manacles it enslaves
- Poisons then enslaves
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Makar's Tendrils Group Wicked Spikes (b[2d8+2] damage 1 piercing) 6 HP 1 armor Close, Near These tentacles are connected to the vicious creature known as Makara, and spell doom for any adventurers caught in their clutches. Instinct: Rend and Tear
- Bind and Constrict
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Makara, Swallower of Guilt Solitary, Huge, Magical, Divine, Intelligent, Hoarder, Planar, Terrifying A Multitude of Fangs (b[2d12+7] damage 4 piercing) 26 HP 4 armor Reach, Ignores Armor, Near, Far Special Qualities: Wicked Fangs and Jaws Makara, an ancient creature, one of the six Guardians of the Ways, is described as a massive serpent with hundreds of heads and spiked tendrils. It was one of the only Guardians to ever eschew its original purpose, and instead allowed mortals to worship it like a God. Now, with the other Guardians mostly gone, it is one of the few beasts of its caliber to remain. Instinct: Devour with its Thousand Heads
- Cause Rot, Physical and Emotional
- Produce Acid and Toxins
- Rip Holes in Reality
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Warforged Servant Solitary, Small Stone Fists (d8 damage) 20 HP 3 armor Close Between Dwarf and Human in stature, with stocky stone bodies and spindly arms and legs, Warforged Servants are carved of stone and jointed with brass. Instinct: To serve its creator's interests
- Obey its last directive
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The Big Bad Wolf Group, Human-sized, Organized, Intelligent, Hoarder, Terrifying teeth (b[2d8+2] damage 1 piercing) 12 HP 2 armor Hand, Forceful Special Qualities: humanoid wolf The Big Bad Wolf might be a werewolf gone feral, or maybe a wolf enchanted by an evil fairy. It can talk intelligibly and tries to lure people astray from the forest path. Really it's a sad creature. It doesn't know how to be a human, but it's also not one of the wolves any more. Instinct: eat people, lead astray
- lead the pack
- howl
- bite