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Shadow Hunter Group, Stealthy, Devious, Intelligent, Cautious, Planar, Terrifying, Amorphous Claws and Fangs (d4 damage 2 piercing) 13 HP 4 armor Close Special Qualities: Cannot only be hurt while in a solid form, Takes the form of black, shadowy wolves, monsters, humans, etc. Instinct: To hunt down thinning planes
- Take various shapes wreathed in shadow
- Vanish into the shadows
- Can take shadowy form rendering it impossible to damage
- Take commands telepathically from their master
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Phyr'yan the Shadow Emperor Solitary, Magical, Divine, Intelligent, Planar, Terrifying Shadow Slash (b[2d10+4] damage 1 piercing) 18 HP 4 armor Close, Ignores Armor, Near Special Qualities: His lower half is ethereal allowing him to fly, Shriveled skeletal body, face wrapped in teeth, long spindly arms ending with glowing claws, and a reddish extraplanar mist wrapped around its body. Instinct: To dominate
- Steal opponent's greatest power temporarily causing them to lose it while he possesses it
- Sees through thinning planes giving it knowledge about anyone or anything it encounters
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Belker Group, Small, Magical, Intelligent, Planar, Amorphous Claws of hot ash. (d8+2 damage 1 piercing) 9 HP 5 armor Close Special Qualities: Mostly incorporeal. Composed primarily of smoke, ash and grit. It is bean shaped, with a wisp of steam for a tail, demonic looking bat's wings, red eyes, and two smoggy arms with claws. Though belkers in the game are undeniably evil, they are reclusive and have very little interest in the affairs of others. If angered, however, it attacks without mercy. Sometimes, it attacks with its teeth and claws, and can blind opponents with its stinging ash, but there is another way. If a person inhales a belker, it solidifies and tears them apart from the inside. Coughing one back up is the only way to escape this horrible death. Most of the time the belker has a solid form, but it can assume a smoke form at a whim, allowing it to be inhaled for the inside attack, and to fly more easily. Instinct: To enjoy the wind unimpeded.
- Become smoke, ash, and grit.
- Crawl into your mouth, nose, or ears and gut you from the inside.
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Swampy Solitary, Huge Rending teeth. (d10+7 damage 1 piercing) 24 HP 2 armor Reach, Forceful The biggest 'gator that ever there was. A hulking behemoth of jade scales and savage fangs, always in need of a bite and with a strange disposition to bards. Instinct: Devour.
- Submerge itself.
- Charge
- Consume that which moves.
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Patchwork Zombie Solitary, Hoarder, Construct, Terrifying Brute physical strength. (d10+2 damage) 20 HP 0 armor Close, Forceful Special Qualities: Pets of the most disturbed necromancers, stitched pieces of what could very well be your uncle. A shambling mess of bits and pieces, cobbled together from the remains of it's unfortunate victims. Instinct: Add to it's collection.
- Break bones, rip off arms, collect the scraps.
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Peter the Steel Solitary, Magical, Intelligent, Hoarder Vampiric Lute (b[2d10+2] damage 1 piercing) 18 HP 4 armor Close, Forceful, Ignores Armor Peter the Steel (nicknamed Count Drugula) is an ancient vampire-bard. Incredibly tall, strong and handsome with long black hair, Peter's very gaze can weaken the will of those he looks upon. Peter typically looks for fair maidens and entrances them with his bewitching ballads after which he takes them to his lair, drugs them, and drinks their dope-laced blood for the euphoric effects. Peter's legendary lute doubles as a fearsome weapon as it is exceptionally large and, coincidentally, as hard as steel. Instinct: To charm and feed.
- Feeds upon fair maidens and murders any who would stop him.
- Can bend the thoughts of others with his bardic performances.
- Smashes skulls with his vampiric lute.
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Wizard Slayer Solitary, Intelligent, Cautious longsword (b[2d10+2] damage 2 piercing) 12 HP 6 armor Close A Wizard Slayer is a knight who was grievously wronged by a Wizard earlier in their life, this causes them to have a bitter resentment for all those who wield magical powers. A Wizard Slayer wanders the land looking for Wizards that need killing, and may just show up at a most inopportune moment for your party. Instinct: To kill all wizards.
- Seek out any magic users and cut them down.
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Viking Horde, Intelligent, Cautious axe (d6+2 damage) 3 HP 2 armor Close, Forceful Vikings are tall, burly, hairy, and often drunk warriors who set out to explore and conquer the world. Driven by unrelenting greed and a desire to reach the halls of Valhalla vikings are utterly dauntless and relish in the bloodlust of a brutal battle. Instinct: To pillage.
- Ambush their foes and promptly axe them in the face.
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Norse Berserker Solitary, Divine, Intelligent greataxe (b[2d10+4] damage 1 piercing) 18 HP 0 armor Close, Forceful "The baddest mother******s in all the land,"- Zakk Wylde. Having gone into a relentless rage due to a combination of PTSD, magic mushrooms, various other intoxicants, and the gods blessing, berserkers will attack literally anything within their line of sight. They know no fear, they know no pain. Instinct: To kill all in sight.
- Hurl themselves ferociously into battle with nothing but a greataxe and blue warpaint on their unclad body.
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The Krampus Solitary, Stealthy, Intelligent, Cautious, Planar, Terrifying Horns and whip (d10 damage) 12 HP 2 armor Close, Reach Special Qualities: Bestial Visage From a ways off I thought the thing was just a satyr moving house; a black-furred goatman all alone and carrying a bulging burlap sack on its back. Easy pickings. Rodger knew a shortcut through the woods and the three of us set up an ambush. The thing made an odd jangling and clinking sound as it approached, but I didn't notice all the chains until we'd dropped from our tree branch to surround it. By the gods! That face! Like something out of a nightmare. Blood red eyes and a pointed lolling tongue down to its waist. It slowly pointed at Clem and told him he'd been bad. Clem just started laughing until the thing lunged at him. Quick as a flash and that poor bastard is being shoved head first into the thing's sack. Which I suddenly notice is squirming and making these sobbing, mewling sounds. Like it's full of crying babies or something. That's when I dropped my sword and ran. I dunno what happened to Rodger, but when I finally went back a few day later, the thing's hoofprints just... stopped. Like it disappeared into thin air. Instinct: To carry naughty children back to Hell
- Make a racket by swinging its rusty, bell-laden chains
- Stuff someone who’s been bad into its sack
- Open a portal to the Nine Hells