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Beartoad Group, Small, Stealthy claws (d6 damage) 6 HP 0 armor Close Special Qualities: Breaths underwater, can swim Toads as big as a dog with its front claws as big as daggers. They hide in the swampy waters of the misty swamps and use their vibrating croaks to weaken the ground their prey walks on to attack once they get stuck. Their Tongue isn't there for attacking, but they can use it to grab onto someone and pull them deeper into the swapy water. Instinct: Feed on travellers
- Bind prey with its long tongue
- Vibrate the swamp to catch prey
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Avatar di Ikthule Solitary, Huge, Stealthy, Magical Mani Distruttive (d10+5 damage) 20 HP 3 armor Reach, Forceful Instinct: Farsi venerare
- Prendere il Controllo
- Far sbocciare fiori avvelenati
- Catturare con Liane
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Jahrim, Il Viandante Oscuro Horde, Magical, Stealthy, Devious Due machete di fuoco nero (b[2d4+2] damage 3 piercing) 7 HP 6 armor Close, Forceful, Ignores Armor Instinct: Corrompere il Sifone
- Obliterare: quando sei nelle vicinanze di Jahrim, se non sei un Portatore di Luce, ogni tuo risultato viene peggiorato di un grado.
- Immune alla Magia, Resistente alla Luce
- Evocare un Sole Nero che fa un danno aggiuntivo
- Corrompere con l'Oscurità
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Il Mago dell'Inversione Group, Stealthy, Magical Dardo Magico (d8 damage) 6 HP 0 armor Close Special Qualities: Evocare uno Scudo Magico Guardiano della Cattedrale, cerca di difendere la Statua dagli Invasori. Essendo Nate corrotto dall'Oscurità, lo attaccherà. Sembrerebbe l'ultimo rimasto in vita. Instinct: Difendere la Statua del Sottosopra
- Invertire la Gravità
- Lanciare Incantesimi da ogni parte della Cattedrale
- Evocare una Meteora di Roccia
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The Giant Hemasquito Horde, Small, Devious, Organized, Pack Tactics Skewering Proboscis (d6+2 damage 2 piercing) 8HP 2 armor Close, Reach, Near Special Qualities: Flying, Hypnotic The Hemasquito is a large insectoid beast the size of a dog. Their pupa are small black round balls of dark water, and nymphs are water born predatory hunters known as swamp dragons. A swarm hunter, these creatures have pack tactics and are known to overwhelm their prey with vicious strikes of their blade sharp proboscis. They also have a mesmerizing whine, which allows them to stun their prey for 1 round on a failed defy danger with wisdom. They are sometimes infected by a predatory fungus that exerts the will of the fungal mother upon them much like the thrall of of a mindflayer and they serve as footsoldiers for such beings. They are non intelligent blood feeding natural animals common to swamps and other warm humid environments. Instinct: To Feed
- Piercing Proboscis: Drains victims of blood and strength: Reduce str by 1 until longrest.
- Mesmerizing Whine: They can send the opponent into a brief state of shock with the white noise produced by their wings.
- Shrill Swarm: The creature can emit a painful whistle that calls others of its species to its aid, forming a pack.
- Blood Spray: Vomit blood on target
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Yule Cursedweller Solitary, Large, Magical, Intelligent, Construct, Terrifying Claws and spines (d10+2 damage 2 piercing) 24 HP 2 armor Close, Reach, Near Special Qualities: Regenerates (Except from Fire), Body of Wood, Nauseating Pollen A curse is a curse is a curse is a curse. But when wrapped up on all the ceremony and magic of Yule... it takes upon itself an even greater presence. Particular sources of imagery within such a magical time can become foci for curses if left unchecked. Should this layer itself upon itself densely enough, it is said that even a tree (when built in the worst of circumstances) can become malignly intelligent... and dangerous. Now it just seeks to curse the world and corrupt all that it touches... Instinct: To corrupt and undermine
- Infect a victim with Christmas Tree Syndrome
- Manifest and control the curse and corruption in creative ways
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Krampus Solitary, Stealthy, Organized, Intelligent, Planar, Terrifying Chains, birch rods, hooves, horns, etc (b[2d10+4] damage) 16 HP 3 armor Close, Forceful, Reach Special Qualities: Immune to the cold, Terrifying visage There is more than one krampus you know. Many try to pin all their deeds upon one but I know different. Dangerous to the naughty, mostly neutral to those who are not. But how is naughtiness determined? Who decides who? Are they the true judges of the soul? And where do they come from, what icy hell do they crawl out of? Questions that are not going to be answered any time soon I fear. Instinct: To punish the naughty
- Imprison the naughty in its sack
- Maneouvre with frightening alacrity
- Beckon forth helpers and toys to its aid
- Determine who is naughty (and punish them)
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Elathen, Uomo Insetto Group, Stealthy Attacco con artigli (d8 damage) 6 HP 1 armor Close Special Qualities: Può rinchiudersi nel suo carapace e poi esplodere in mille aculei Instinct: Proteggere la Torre
- Sputa Acido Corrosivo
- Urla lancinanti, Svantaggio ad agire
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Kobold Horde, Small, Stealthy, Organized, Hoarder Stab with the pointy end (d4 damage) 3 HP 0 armor Close Short and reptilian. The Kobolds form large groups that will typically live around a Wyrm or Dragon. There, they worship the beast with tributes. Instinct: Protect its lair
- Stab
- Trip a Trap
- Sound the alarm