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Corpse Altar Solitary, Huge, Magical, Organized, Construct, Terrifying, Amorphous The scrape of 1000 claws (2d6+5 damage)/damage of appropriately raised creature(s) 50+ HP 1 armor Reach, Ignores Armor, Near, Far Special Qualities: Unholy transformation, we are legion, the call of the grave, construct of the darkest arts, A corpse altar can be grotesquely beautiful or unimaginably horrible. It just depends on the nature of its creator. That said they are all completely malevolent and single minded in their desire to gorge on the living. Corps altars can take on the form of an orgy of beautiful dead maidens. They can be a macabre collection of cavalry officers arrayed in battle formation. They might be a mountain of dead, with heads, hands, arms, legs and intestines bound up into a bloated stinking mass the size of a small city. They might be anything that the vile mind who created them chose to construct. Corpse altars might be obvious or deceptively concealed. They might inhabit the upper portion of a crypt or the lower portions. They might really be anywhere. Generally though they do need some source of moisture to keep their corpses hydrated. A corpse altar in the desert is a rare thing indeed. Instinct: The corpse altar always hungers
- The alter pulses with dark energy
- Corpse altars are the work of powerful necromancers. They often serve as guardians of places of power (or phylacteries). Thus they are often imbued with the power to raise their dead and/or any creatures who die in the vicinity should the need arise.
- The corpse altar can form its copious mountains of flesh into whatever it needs to slay the intruders (and/or add to its stores of flesh).
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Vonin "Venture Man" Jeehanson Solitary, Magical, Intelligent, Cautious, Hoarder Blade of Legends (b[2d10+4] damage 1 piercing) 30 HP 10 armor Close, Forceful, Legend Special Qualities: Handsome, Powerful, Awesome, Legendary Vonin "Venture Man" Jeehanson, is the world's top rated instigator in all things: adventuring, looting, fighting, camping, training, eating, traveling, and dangerous. Standing at 6'8" he is rugged looking, with trimmed beard and locks of brown velvet. He has incredulous hygiene for an adventurer, and is sparsely seen in his valorous knight armor, blessed by the God of Might Galorn, with even the slightest speck of mud, the tinniest scratch, or a splotch of dragon blood on it. Vonin has been granted the highest honor of obtaining the highest sought after sword in the realm, The Blade of Legends. A masterly crafted sword forged in the heat of starlight, and cooled in the Blacksmith god, Joon's, tears, this blade cuts down all in its path without even the slightest wear or damage to the blade itself. If you seek to become a grand adventurer, you would be foolish to not seek Vonin's help. For a mere 99.9% of the loot from your first ten adventures, you can obtain Vonin "Venture Man" Jeehanson's aid in becoming a legend. Instinct: to become a legend
- Aid wondering warriors, wizards, paladins, clerics, thieves, and if he really must, even bards.
- Hunt dangerous monsters
- Acquire epic loot
- Live forever as a legend
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Gregory's Emotions Group, Magical, Stealthy, Devious, Intelligent, Terrifying, Amorphous Emotional words (d6 damage) 13 HP 5 armor Close, Ignores Armor, Far Special Qualities: Twisted versions of Gregory Gregory's not only hunted by those of the material realm, but also of his own mind ~~oooohhhh~~ spooky! These visages take on forms of Gregory's stature, but twisted to resemble the set emotion. Angers are large bulky, testosterone filled giants, Fears are black slime covered cretins, Joys are spontaneous little douche-bags, and the worst of them all, Pride. Pride is solitary unlike the other three, and is rarely seen in Gregory's adventures, but is the most fearsome. He is Gregory in every-sense except better at everything Gregory does, especially when it comes to women. Pride's main ambition is to take hold of Gregory's body once the other emotions have stripped him of his soul, and walk the earth as the ultimate antagonist. Instinct: to tortuously kill Gregory
- torment Gregory
- alters emotional states
- affects mental capability
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gluttony Solitary, Divine, Terrifying machete (b[2d10+4] damage 3 piercing) 20 HP 10 armor Close, Forceful Special Qualities: can eat anything, flaming head, clown mask He used to be a man, then he was a cold blooded killer, now he's an enforcer for his master. He is known as gluttony, he will eat anyone he kills or attempt to eat anyone he's fights alive. He can bite through and eat anything Instinct: to devour
- bite
- recovers 10 hp every time he eats something inorganic
- Recovers 20 hp if he eats something organic...or someone
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wrath Solitary, Terrifying kitchen knife (b[2d10+4] damage 2 piercing) 80 HP 3 armor Close, Forceful, Near Special Qualities: no eyelids, permanent smile cut into his face When he was a normal boy he was an apprentice to a wizard, he was scarred in a fight and became known as nothing more than a killer. He is now known as wrath, with his new title comes new strength, vitality, and endurance. He will not be easy to kill, the players will have to fight him more than once to keep him down. Instinct: to kill all he sees
- stab
- unrelenting rage: when he drops to 0 hp he will stand up with a new bloodlust in his eyes, he regains 20 hp an relentlessly attacks the person that dealt the final blow on him last time
- decapitation is the only way to ensure he stays down for good
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Cho Gath (small) Solitary, Small, Divine, Planar, Terrifying Razor Claws And Vicious Bite (d12+4 damage) 22 HP 2 armor Close Special Qualities: Creature from the Void Instinct: To Feast on the world
- Devour Creatures to Become Stronger
- Command Creatures of the Void
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Scarecrow Guardian Group, Magical Claws (d8+2 damage) 10 HP 2 armor Close The Scarecrow Guardian resembles a normal scarecrow, except for the tough, burlap sack that covers its head. Two holes in this sack reveal a pair of glowing, red eyes that burn with simmering hatred. Superstitious folk hang scarecrow guardians on high trees, posts and ruins near their residences. From such a high vantage point, a scarecrow guardian watches over the domain. When it spots intruders, it tears itself from its perch to launch an attack. Instinct: Guard a residence
- Glare with terrifying, paralyzing eyes
- Pull a foe closer with a luring gaze
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Scarecrow Shambler Horde, Stealthy Claws (d6+2 damage) 7 HP 0 armor Close A crude, but effective construct made in large numbers. Not dangerous in combat, but can explode into poisonous gas upon defeat. Instinct: Guard the fields
- Explode into a cloud of poison after death
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Lesser Water Elemental Group, Magical Slamming wave (d10 damage) 6 HP 4 armor Close, Reach Special Qualities: Physical attacks do nothing unless they hit the core A swirling creature of living liquid, a water elemental derives sustenance from the dying gasps of creatures that drown in its grip. Spellcasters often place water elementals in innocent-seeming pools. Whether in an enclosed body of water or in the seas of the Elemental Chaos, water elementals overturn vessels out of spite. Instinct: To flood the lands
- Choke by forcing water down into the lungs
- Blast foes away with a wave of water