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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
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Beast of the Black Blood Solitary, Magical, Stealthy, Intelligent Stab with Blood (d10+2 damage 1 piercing) 16 HP 4 armor Close Special Qualities: Amorphous Long ago, a bloodmage infused himself with great power and corrupted his blood. The sorcerer was defeated, but some of his blood survived. For centuries it has spread itself, replicating in secret, corrupting everything it can. Here is a piece, a drop split from the whole, sent to spread itself and ensure the survival of its kind. Instinct: To Consume
- Spread the taint of the Black Blood
- Hide in darkness
- Form a useful adaptation from the Black Blood
- Consume Flesh to Heal
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Peter Anssir Group, Divine, Magical, Intelligent Fruste elettriche (d8+4 damage) 14 HP 1 armor Close, Forceful, Ignores Armor, Near, Far Peter Anssir è il capo dell'Antica Stirpe, ex Ombra che ha preso in ostaggio una Viandante e si potenzia con la sua energia. Il guanto è il suo punto debole, e ciò che può renderlo umano. Instinct: Attivare l'Eterno Giudizio
- Rievocare paure
- Fulmine Globulare
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Mendel Olevar Group, Magical, Stealthy, Organized, Intelligent Dardi di Magia Pura (d8 damage) 6 HP 4 armor Close, Ignores Armor, Far Instinct: Vuole controllare la Città
- Creare illusioni
- Creare altre quattro copie di sé stesso
- Charmare i suoi nemici
- Evoca cinque illusioni
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Fuchsgeist Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Krallen und Reißzähne (d8 damage) 12 HP 0 armor Close Fuchsgeister sind verspielt und äußerst gerissen. Häufig verbringen sie ihre Zeit in der Nähe von Schreinen, die die Geisterwelt und die Welt der Sterblichen verbinden. Ihr Dasein als Geister sorgt dafür, dass sie uralt werden, und viele von ihnen leben schon länger als es die Schreine gibt. Ein solch langes Leben birgt wenig neues, und so ist ihnen häufig langweilig. Bietet sich ihnen die Gelegenheit mit jemandem zu spielen, so tun sie beinahe alles dafür. Sie verfügen über die Fähigkeit die Gestalt eines Menschen anzunehmen, auch wenn ihre Haarfarbe der ihres Fells entspricht, und denen, die besonders aufmerksam sind, Fuchsohren und Fuchsschwanz auffallen können. Neben dieser Form können sie zudem Illusionen erzeugen, die es dem Gegenüber schwer macht, zu erkennen, was gerade tatsächlich passiert. Sollte ein Fuchsgeist dazu gezwungen sein, seinen Heimatschrein zu verteidigen, kann er in Form eines Fuchses kämpfen, aber auch die blauen Geisterflammen rufen. Instinct: Mit Sterblichen spielen
- Nimm Menschliche Gestalt an
- Nutze Illusionen zum verwirren
- Nutze die blauen Geisterflammen
- Locke jemanden ins Geisterreich
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Devil Binder Group, Magical, Devious Gout of Hell fire (d6 damage) 6 HP 0 armor Close, Near He has long studied and dabbled in the powers of hell and now serves them and himself by summoning devils for those that can pay his fee. He doesn't reveal that they must pay the devil's fee as well. Instinct: bring forth the powers of hell
- Summon a devil
- Conjure a stinking cloud of sulfur smoke
- Imp familiar