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Gorchul, the Dark Sorcerer of Time Solitary, Magical, Intelligent, Planar Gleaming Light Cube (d12 damage) 12 HP 4 armor Close, Ignores Armor, Near The mad chrono-wizard, Gorchul - who is also known as Gorchul the Damned or the Sorcerer of Doom - travels between dimensions, seeking young children to spirit away to his shadowy realm on the Plane of Time. There, he drains them of their life force; their pure souls providing the fuel for his dark magic. Cruelly, he is known to possess the body of a drained child, and return to the Prime Material; a demonic impostor who delights in tormenting the child's parents. According to one parent who has seen him: "Gorchul is real, he’s out there, and you never know if it’s going to be your child who will one day be abducted in their sleep by the mad chrono-wizard and dragged screaming to the nether planes of time...He has been known to appear anywhere, tear a rift in the fabric of space-time, and pull a child down into his primordial lair of darkness and murk before your very eyes." Instinct: To drain the life force of children
- Slip into the empty husk of their bodies
- Tear a rift in the fabric of space-time
- Drag them screaming into the nether planes of time
- Create a prismatic illusion
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The Silent Assassin Solitary, Small, Stealthy, Intelligent Dagger (b[2d10] damage 1 piercing) 12 HP 1 armor Close Special Qualities: Halfling The Silent Assassin. They laughed when he came to town, all short and unassuming, but when the Primarch disappeared with carefully cut axe marks, it couldn't possibly have been him. Surely not. He is so short and unassuming. But so was that older halfling with the magic ring... Instinct: To murder silently
- Sneak up behind someone
- Distract someone with smoke pellets
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Ekhtophagus Solitary, Stealthy, Devious, Construct, Amorphous Ovipositor (d8 damage) 19 HP 2 armor Close, Near Special Qualities: Instinct: To breed
- Camoflage
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Crematory Solitary, Large, Magical, Terrifying, Amorphous Burning smoke (b[2d10] damage) 23 HP 5 armor Ignores Armor, Far Special Qualities: Amorfous cloud of spirits The crematory is the undead spirit of the poor fellows who were burn still living in a cursed crematory. It appears as a cloud of ashes and smoke which emanates a terrible heat. It seems to have multiple horribly twisted faces apearing and desapearing. Instinct: To consume all the livings
- Burn from the inner someone's lungs
- Embrace someone in a cloud of ashes
- Disapear suddently
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Abominist Cultist Group, Magical, Devious, Intelligent, Hoarder flasks of alchemist's fire (d6 damage) 6 HP 1 armor Close, Near, Far This Cult of Abominus is ever mentioned only in hushed tones, and many are skeptical of its existence. Its members are said to have unlocked the secret rites of the God of Change himself, and apply these secrets to mold horrors and monstrosities that they sell to the highest bidders. Instinct: to breed abominations
- kidnap pregnant females
- summon and command abominations
- conduct twisted rituals that alter the unborn
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Demon Lord Jardon Solitary, Huge, Planar, Terrifying Claws (d10+5 damage 1 piercing) 120 HP 5 armor Reach, Forceful, Near Special Qualities: Demonic appearance Standing approximately 9 feet tall with wings and large menacing claws, only one phrase can describe the Demon Lord - Death Incarnate. Instinct: Kill all mortals.
- Creates a vacuum to pull enemies close.
- Controls gravity
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Shadow Prince Suraqah Solitary, Magical, Stealthy Sword and Spells (b[2d10] damage 1 piercing) 200 6 armor Close Instinct: To overtake the entire world.
- Control the minds of his foes
- Forces enemies to turn on each other.
- Vanishes from sight.
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Lizardman Fleshcrafter Solitary, Magical, Devious, Organized, Intelligent Surgical tools (d6 damage) 12 HP 1 armor Close The local lizardman doctor gets up to some strange things at night... Instinct: to create monsters
- Magically fuse animals together
- Spells that knit flesh together... and rend it apart
- Release the experiments
- Guards!!
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Plantation Guards Group, Organized, Intelligent Clubs, whips and axes (b[2d8] damage) 6 HP 1 armor Close The guards from the Ju-In plantation. They are disciplined when under the supervision of a slave-master, and wild and crazy if not. They are mostly Thu Ngoi, but there are a smattering of other species. Instinct: Keep the slaves in order and from escaping
- Inflict pain and suffering
- Call for backup
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Slaves of the Ju-In Horde, Organized, Intelligent Swarm and mob (d4 damage) 3 HP 0 armor Close, Reach A large mob of slaves of the Ju-In, representing just about every kind of sentient being on Istarte. They are terrified of the Ju-In slave masters, and will risk death to avoid the pain of the slave-masters whip and the slave-master's glance. Instinct: Avoid pain and agony, even through death
- Cause digust mingled with pity
- Bury in numbers