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Cave Kobold Horde, Small, Stealthy pike (d4 damage 1 piercing) 3 HP 0 armor Close yawn Instinct: it mines
- pike em all: it pikes you to death.
- cavedown trap: it buries you.
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Zombie Tempest Solitary, Divine, Intelligent, Planar Chaos Bolt (d12+4 damage) 16 HP 2 armor Close, Forceful, Near Why did you try to turn a lesser god of chaos into a zombie? Wild hair blown by a savage wind no one else feels. One eye blue, one eye black. Imbued with a drop of chaos an age ago, he has wandered the planes ever since. Most of his power was sealed off a decade ago, and he fell into piracy and soon led a band of pirates on the flaming seas. Since being recently infected with a zombie plague, the seals on his power have been broken. Instinct: To unravel reality
- Slam into something with whirlwind force
- Replace decaying flesh with chaotic regrowth
- Summon unpredicable weather
- Create a world-changing magical effect
- Change plans/tactics suddenly
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Tempest Solitary, Divine, Intelligent, Planar Rapier (d12+4 damage 1 piercing) 12 HP 2 armor Close, Forceful The immortal Captain of the Pirates. Wild hair blown by a savage wind no one else feels. One eye blue, one eye black. Imbued with a drop of chaos an age ago, he has wandered the planes ever since. For a decade now, he has led a band of pirates and become a scourge on the elemental seas. Where there is treasure and chaos, you'll find the Tempest. Instinct: To explore and cause chaos
- Wander from place to place
- Attack with whirling, chaotic force
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Godless Inquisitor Group, Intelligent, Cautious Two-Handed Warhammer (b[2d8+4] damage) 6 HP 4 armor Close, Forceful, Reach, Ignores Armor, Near An ex-paladin, the Godless Inquisitor left the paladin order after being repeatedly shown that without his god he was useless and weak. He renounced his god and set out to prove that he, himself, had the power to shape the world. His training brought him great strength and admiration from many others who also felt powerless and defenseless without their tightly held beliefs in a higher power. Many joined him and they began an organization known as The Godless. Their only mission is to travel the world destroying all who pledge loyalty and love to any deity. The Inquisitor believes that once all god-worshipping creatures are vanquished the gods themselves will lose all power leaving only the inhabitants of this world to control their own destinies. Instinct: Hate all gods and magic
- Kill all who will not denounce their deity
- Destroy temples and places of worship
- Refuse healing spells
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The Horseman Solitary, Magical, Divine, Devious, Intelligent, Planar The Red Blade (b[2d10+6] damage 3 piercing) 22 HP 6 armor Close, Forceful, Ignores Armor, Near The one who wields the four artifacts of the apocalypse (Wand of Décès, The Red Blade, The Crown of Conquest, and Cloak of Destituion) becomes the unstoppable Horseman. Using these artifacts, the Horseman can give/take life at will (wand), defeat the most powerful foes in battle (sword), control armies and end civilizations with powerful, tactical visions of future conflicts (crown), and never hunger or thirst (cloak). The Horseman seeks only to control and bend others to do his will. He rides on a great red steed with soulless black eyes. Instinct: To rule all others
- The master of the four artifacts of the apocalypse will rule the world
- Absorbs lifeforce of all life it takes (via Wand of Décès)
- Is a masterful tactician and nearly impossible to outsmart (via Crown of Conquest)
- The Horseman's power stem from the Artifacts of the Apocalypse which combine to create an otherworldly being of unstoppable power.
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The Cultist Horde, Organized, Intelligent Club (d6 damage) 3 HP 1 armor Close The cultists are coming. Run. Instinct: To take over
- Beat up its enemies
- Call for more cultists
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The Order of the Answer Group, Stealthy, Magical, Intelligent, Cautious Axe and Shield (d8+2 damage) 8 HP 3 armor Close, Forceful The Order of the Answer defends lost Dwarven cities and ruins. Whether out of shame or a desire not to see their history plundered is not clear. They sometimes lay in wait in settlements near these places, watching for the curios wizard or out of place Knight in the backwaters or outskirts of civilization all the while in the guise of a helpful smith or tavern owner. They've been know to wait until a party is under ground then destroy their means of escape, possibly sealing themselves inside with a group of like minded zealots. Instinct: Defend Dwarven Secrets at all costs
- Overhear adventurer's plans
- Lay traps in forgotten places
- Use Ancient Dwarven magic to defend lost secrets
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Jörmungandr Solitary, Huge, Planar, Terrifying Bite and massive bulk (d12+7 damage) 24 HP 2 armor Reach, Forceful, Ignores Armor Special Qualities: Horrendous gaze Tossed into the great ocean that encircles the world; The serpent grew so large that he was able to surround the earth and grasp his own tail. As a result, he received the name of the World Serpent. When he lets go, the world will end. Instinct: To consume whole.
- Spit forth venom
- Ambush from below
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Void Beast Horde, Small, Organized, Planar, Terrifying Claws (d6+2 damage) 3 HP 2 armor Close Special Qualities: Winged, Nightmare-reflecting Scales Some speculate that the Void was, originally, truly empty, and that nothing dwelt within it. But then the early magic-workers peered beyond the Veil of What Was into What Was Not, they say, and could not help but imagine that that vast and endless darkness was full of monsters. And the Void, in its emptiness, echoed those fears back at the mages, giving them exactly what they were afraid of. Be wary of holes in the fabric of reality, for attracting the attention of one of these beasts means that many more will soon follow. Many, many more. The Void is endless, after all, and echoes travel far in it. Instinct: To hunt all that are not of the Void
- Do whatever it is you are most afraid it might do
- Let forth an eerie ululating howl, summoning others
- Echo the whispers of the Void