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Kelpie Solitary, Stealthy, Terrifying Fins (d8 damage) 12 HP 0 armor Close Special Qualities: Breath underwater This hideous humanoid creature has slimy, transparent skin; webbed, humanoid hands; and a snaggle-toothed, horse-like face. Instinct: protect magic waters
- Change to a horse, human or hippocampus
- Appear as a maiden in distress
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Swan Maiden Solitary, Magical, Intelligent Rapier (d10 damage) 12 HP 2 armor Close Special Qualities: Swan wings This tall, regal woman is clad in a long cloak of pristine white swan feathers and silvery armor with a winged helm. Instinct: protect unspoiled wilds
- Become a swan
- Conjure illusions
- Summon nature's wrath
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Fomorian Group, Huge, Magical, Organized, Intelligent, Terrifying Club (d8+5 damage) 14 HP 1 armor Reach, Forceful Fomorians are usually found in caves, abandoned mine shafts, or like areas, decorated by the half-eaten remains of their last meal. The strongest fomorian rules over the rest, and women and children are treated no better than slaves. Violent acts are commonplace. Captives are usually tortured for their captors' amusement, then eaten. Instinct: Enslave the weak
- Frighten with an evil-eye
- Cause deformities with a curse
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Clockwork Door Mimic Solitary, Large, Stealthy, Intelligent, Hoarder, Amorphous Blades (d8+3 damage) Darts (d4+2) 18 HP 4 armor Hand Instinct: Take a toll
- Toothed Locks
- Ventriloquism
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Tyranthraxus Solitary, Magical, Organized, Intelligent, Hoarder, Planar Aura of Flame (d12 damage, ignores armor) 19 HP 5 armor Close Special Qualities: Insubstantial Instinct: To subjugate and destroy
- Gather and lead an army
- Possess the weak of will
- Inspire frenzy
- Abandon a dying host
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Hellknight Group, Intelligent Pike (d8+2 damage) 10 HP 3 armor Close, Reach, Near The Hellknights are an order of law enforcers interested not so much in the social goodliness and charity typical of paladins but in the foundation and stringent maintenance of order. Instinct: To maintain order with an iron hand, and punish the unlawful
- Advance without mercy
- Call for reinforcements
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Mace, Orc High Priest Solitary, Divine, Organized, Intelligent Massive Iron Mace (d8+4 damage) 14 HP 2 armor Close Instinct: Sacrifice to the Blinded God
- Make a sacrifice and grow in power
- Inflict profane wounds
- Call forth the faithful
- Smash through something
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Demon of the Void Solitary, Huge, Magical, Planar Claws (b[2d12+7] damage 1 piercing) 24 HP 6 armor Reach, Forceful, Ignores Armor, Near When they first accept the offer to join the Void, they begin to shed their human-form, becoming less and less human. Eventually, they are stripped down to a hard, winged husk similar to a bat, which becomes their 'true-form'. Instinct: to do as its Master wishes
- Spawns from a portal to decimate enemies of its Master.
- Mentally manipulates humans
- Spawn minions from the void
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Sea Witch Group, Stealthy, Magical, Intelligent, Hoarder floating just beneath the water's surface, then drowning unsuspecting travelers by overturning boats, or dragging them under swifly and silently. (b[2d6] damage) 10 HP 2 armor Close, Ignores Armor, Near "From beneath the waves they came for mankind. Wishing only to feed the beasts below, they watched and waited. Sinking their fingers into the legs of unwary travelers and dragging them down, down and into the dark." Instinct: It wants to feed the monsters of the deep.
- drown people
- Melting into the surrounding water.
- Can manipulate sea water from long distances, causing floods and using the water like hands.