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Revenant Heralds Group, Large Pecking (d6 damage) 18 HP 0 armor Reach Strange swarms of undead birds that seem to appear whenever a revenant is created. They seem only interested only in seeing the revenant's cause fulfilled, no matter what it is. As soon as the revenan has been satisfied, the heralds disapear again, though no one knows to where. Instinct: To eat the living and the dead
- Distract
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Duergar Assassin Group, Small, Stealthy, Intelligent, Hoarder Poison Dagger (d8 damage 2 piercing) 6 HP 1 armor Close, Near Special Qualities: Can see in the dark While you are engaged by their brethren, ensnared by one of their traps or just stumbling through the darkness of their caves, the Duergar assassins will see you, but you will never see them coming. Instinct: to backstab
- Attack from the shadows
- Meld into the shadows
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Duergar Runecaster Group, Small, Stealthy, Magical, Organized, Intelligent, Cautious Chisel (d8 damage 1 piercing) 6 HP 1 armor Close, Reach Special Qualities: Can see in the dark The Duregar revere the powerful runes these runecasters chisel into stone, for they give them a deciding advantage in any dark and narrow space. Pray to never meet them in the deep caverns they call their home! Instinct: to protect their own
- Glyph of Warding
- Negate light
- Turn invisible
- Summon protectors
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N Solitary, Magical, Divine, Devious, Organized, Intelligent, Cautious, Planar, Construct Reality Damage (b[3w[3d10+4] damage) 22 HP 7 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: Immune to magic; Regrows limbs; Consumed memories Instinct: to help others forget
- Wipe the slate clean
- Open the minds of the weak
- Shatter an environment
- Call upon his flock
- Consume the past
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Ghoul Packleader Solitary Claws (d10+2 damage 1 piercing) 20 HP 0 armor Close, Forceful Special Qualities: Infectious While just as feral as your common ghoul, the packleader has developed an animalistic cunning that allows it to gain some measure of control over its degenerate fellows. This makes them very dangerous. Instinct: Eat the living and the dead
- Dig
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Ghoul Horde, Undead Claws (d6+2 damage) 11 HP 0 armor Close Special Qualities: Infectious Ghouls are living beings that have been transformed into undead beasts. Some ghouls were created through dark magic, but most modern ghouls were infected by other ghouls, which slowly transformed them. The process causes the mind to degenerate, making the ghouls become feral animals. Instinct: To eat the living and the dead
- Dig
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Duergar Group, Small, Stealthy, Intelligent, Hoarder Battle axe (d8 damage 1 piercing) 6 HP 2 armor Close Special Qualities: Can see in the dark Duergar, also known as gray dwarves, are a subterranean race. They are close kin to dwarves, but with a diabolic taint to their blood. They now carve out their existence in the Underdark, often near volcanoes. Their kinship to surface dwarves can be compared to that of the drow to surface elves. Instinct: to show no mercy
- Trap an unsuspecting victim
- Set an ambush
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An Adjacency Group, Large, Devious, Intelligent, Planar, Construct, Terrifying chants, moans and admonishments (b[2d6] damage) 14 HP 4 armor Ignores Armor, Far Special Qualities: an incompatible ontology, off-its-leash, it should not be, not here, by the gods What we believe will kill us. What we believe will eat us alive and spit our bones into the metaphorical dust and in the land of the newly dead who knows what that might mean. Are these the beasts that took Eesha away from us? Do they come from Heaven? From Hell? From some place stranger still, crafted by the dream-prayers of entities that we cannot yet comprehend? What beautiful crystalline structures make them up, what brilliantly impossible angles. Instinct: to colonize the land of the dead with cosmic ideologies
- exude energies of another place
- change a thought, just one
- know that which must not be known
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An Imperious Corpse Solitary, Intelligent, Cautious, Hoarder, Terrifying a weapon of legendary reputation (d12+2 damage 1 piercing) 16 HP 4 armor Close, Forceful Special Qualities: a countenance of darkness Some rare heroes (or villains) can, when they die, achieve a sort of celebrity in the badlands where the dead await their final reward. These folk carry their body, or a form something like it, into the darkness when they go, and carry all the weight of legend and myth on their backs. As you might imagine, this makes them cranky and expectant of a sort of respect when they're approached. Particularly, they desire the approval and memories of the living. If you can remember (and tell entertainingly) their own personal mythology, you might just be able to befriend one. Otherwise, expect to become another victory in their already infamous lists. Instinct: to demand respect and attention
- block passage
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A Cluster of Desperate Spirits Horde, Stealthy, Organized a barrage of dour emotions (d6 damage) 3 HP 0 armor Close, Ignores Armor Where there's one, there's another. Where there's two, there's ten. A hundred then, before you can blink and a sea of these displaced souls all gnash their teeth and moan and weep for all they've lost. They can smell the life on you. Lick the vapours of the living lands from your skin while they debase themselves, desperate for a way back to the sweet delicious warmth you carry in your blood. Maybe if they ask again, louder yet, maybe promises will encourage you to take them home with you. If not, maybe a sharp knife of ghost-stuff slipped between your ribs would let that warmth out. Instinct: to find a way out of this horrible place
- Clamour for aid or succour from the living
- promise something that cannot be delivered
- draw attention to the flickering heat of life