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Black Adam Solitary, Magical, Divine, Devious, Intelligent Empowered fists. (b[2d10+4] damage) 22 HP 6 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: Flight "The being once known as Teth-Adam was chosen by a cabal of mighty wizards thousands of years ago to be the champion of ancient gods. But the champion abused the Word of Power, declared himself a god in his own right, and killed the wizards who bestowed the Word. He conquered the kingdom he was sworn to defend and crushed any who dared to oppose him. And he saw that it was good. Until his beloved wife and queen was assassinated and cursed. The so-called god could not overcome death. He spent many lifetimes seeking a way to resurrect her, but his hope turned to despair, and then to madness. No one knows what happened to the Word-bearer after he deserted his people. Some say he left this world to seek an answer among other planes of reality. Some say a wise man tricked and imprisoned him. The nomad tribes of the Vast Desert whisper that he broods within the ruins of Kahndaq, lost beneath the sands. In each version of the legend, the warning remains the same: fear the return of Black Adam." Instinct: to dominate - even death itself.
- Contemptuously crush resistance
- Use lightning to force them close.
- Divide and conquer.
- Speak the Word.
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Spiderwolf Group, Terrifying Wolfish chelicerae (d8+2 damage 1 piercing) 10 HP 0 armor Close Special Qualities: Appalling interspecies amalgamation The spiderwolves lurk in the lonely desert, haunting the tiny, insular, peculiar communities that cling to existence at the periphery of the civilized lands. They dwell in the shadowed valleys, and partake of the most discommodious attributes of the lupine and arachnid races - eight scrabbling, setaceous legs matched with eight glaring, blood-mad citrine eyes. Their peculiarly extensible chelicerae-jaws are fulminant with noxious and novel toxins. The daemonical vocalizations and ululations that ring from the beasts' non-Euclidean throats, shrill and insensible, speak to their doomed prey: and the sentiment intrinsic to that baleful, monstrous cantata is understood thus - "Good night, listener; good night." Instinct: to feast on the unwary
- Appear without warning
- Inject a paralyzing poison
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Wererat Group, Small, Stealthy, Organized, Intelligent Bite (d8 damage) 6 HP 1 armor Close Special Qualities: Amphibious The plague has a face, and it's a petty, hungry, leper one. They live underneath, in our homes' foundations, and they feed on what we waste. Few could stand by them without feeling nauseous and sick. Them, whose curse is been long forgotten, servants of Pestilence. Instinct: to infect.
- Spread the disease
- Ambush from the sludge
- Call on the gnawing swarm
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Radam Otana, The Undead King Group, Divine, Organized, Intelligent Giant Black Claymore (b[2d8+6] damage 4 piercing) 16 HP 4 armor Close, Forceful, Reach, Near yada yada Instinct: to rule
- Command his army to do his will
- summon his undead army to fight
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Undead Volcanic Warrior Horde, Devious, Organized, Terrifying, Amorphous Molten Sword (b[2d4+4] damage 1 piercing) 14 HP 3 armor Close, Forceful Special Qualities: undead so it does not feel pain, skeletal warriors with burned and decaying flesh hanging from the bones, wearing black soot-covered armor melted into jagged, crooked shapes These undead warriors are the fallen army of Radam Otana who spent the last several decades buried under soot and rock. When the volcano ended their lives, their souls lingered on awaiting Otana's spirit to rise again. Once he has risen these undead will follow his every command with undying loyalty. Instinct: to kill anyone its master commands
- Charge fearlessly into battle
- there are hundreds of them and they will not flee from a fight
- screeches out into the sky to summon additional undead fighters
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Giant Baloth Solitary, Huge, Cautious, Terrifying Claws, Teeth, and Horns (d10+7 damage 3 piercing) 28 HP 4 armor Reach, Forceful, Near Special Qualities: horned skull with a massive bone plate to protect itself, twice the size of a normal baloth with an increased number of horns and claws Mutated by some strange arcane force, the giant baloth is like a freight train with teeth, claws, and a 10ft. wide plated crest growing from its skull. A normal baloth is very dangerous, but can be avoided if left alone and its territory is not disturbed. The giant baloth is much more aggressive and a smarter hunter. You don't want on this one's bad side. Instinct: to protect its territory
- Charge at an enemy
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Lendrak's Children Solitary, Large, Planar, Terrifying Rending claws (2d6+2 damage 1 piercing) 15 HP 2 armor Special Qualities: Flight, Demonic Instead of a civilized race like humans or elves or dwarves, Lendrak made his children. They are the size of an ox, mottled white chitin and scales. Beady, focused eyes on the sides of it's head like a toad, face ringed with horns and knotty growths. Powerful hind legs, razor-like claws on the front that can likely manipulate simple tools in addition to rending flesh from bone. Four ragged, insect-like wings, two vestigial and two that would stretch out to a wingspan of twenty feet. An abdomen that tapers to a sharp point.
Typically arriving in the world through the summons of the Ivory Saints, Lendrak's faithful, they must be contained within carefully constructed circles or they will turn on their summoners. They are wont to inject their fallen enemies with their eggs, which reach a larval stage in 2-5 days and maturity another 2 days after that, presuming that they are fed.
When a Child of Lendrak attempts to pierce you with her ovipositor, roll+dex. On a 10+, you wrest free and maneuver for a better position, take +1forward with next attack against the Child if you stay close. On a 7-9, she pierces you but you’re able to wriggle away before she passes an egg into the wound. Take 2d4 damage. On a miss, she pierces you, deposits roughly a dozen eggs, and secretes a burning fluid that heals the wound. Take 1d4 damage. Instinct: To kill and breed- Attack the tastiest looking thing there
- Use flight to get a better position
- Pierce with ovipositor
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Golden Scarab Swarm Horde, Tiny, Divine, Amorphous Claws and Teeth (d6 damage 3 piercing) 10 HP 2 armor Hand Nothing is worse than seeing a mass of glittering, clicking bugs come flying towards you. Okay, it's worse if you see everything it touches get shredded to bits. Yup, that's probably worse. Instinct: To multiply
- Consume almost anything
- Burrow into flesh
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Golden Saint Solitary, Magical, Divine, Organized, Intelligent, Amorphous Golden Sword (d10+2 damage 1 piercing) 21 HP 5 armor Close An emotionless, golden being sets about it's daily business before you. That is, until it spots you. Obviously you're not supposed to be there and obviously, that fire spell and arrow volley you just hurled at it isn't slowing it's advances towards you. Better think quick, slick. Instinct: To purify the unworthy
- Push through any obstacle
- Blind with a powerful light
- Summon swarm of golden scarabs
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Clay Guardian Group, Huge, Cautious, Amorphous Clay weaponry (d8+3 damage) 25 HP 3 armor Reach, Near A statue made of clay at first glance, perhaps taking the form of a dog-headed man or serpentine person. Triggered bt a certain condition and a need to defend, this guardian will stop at nothing to protect it's charge, even if it loses a clay limb or two. Instinct: To protect
- Attack with oversized clay weapons
- Keep fighting against all odds