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Daelkyr Solitary, Magical, Devious, Planar, Terrifying, Amorphous Special Qualities: Aura of madness, symbiont mastery, alien mind The old Gatekeeper druids tell stories about the daelkyr, you know. Tales of the battles before they were locked up in Khyber thousands of years ago. Really more like nightmares written down. Can make a man mad just by lookin' at him. What's worse is that they look just like you or me, except for the armor. Like they're wearing petrified flesh, they say. They also say that they can twist flesh just like clay, y'know? But they're just stories...right? Instinct: To corrupt
- Warp flesh
- Corrupt with a touch
- Manipulate through madness
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Carcass Crab Solitary, Huge, Hoarder, Terrifying Claws (d10+7 damage 1 piercing) 24 HP 5 armor Reach, Forceful, Near Special Qualities: Natural adhesive, spiny defense, corpse armor The carcass crab, or _brachyura morticinum_ in Draconic, is commonly found in the Mournland. Though essentially a very large crustacean, it augments its natural armor by adhering the remains of battle-bits of armor, weapons, and corpses-to its hard shell. This provides both armor and camouflage in its hunting grounds of the wasted battlefields that are all too common in the Mournland. Instinct: To add to its defenses
- Crush something in its claws
- Shoot poisonous barbs
- Attach something to its shell
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Blink-Lizard Group, Tiny Sharp talons (d8 damage 1 piercing) 6 HP 1 armor Hand Special Qualities: teleportation, dragon's breath, telepathy, flight Blink-lizards have the appearance of small dragons, and indeed they are much like tiny versions of their cousins, the blink-dragon. Basic telepathy over long distances allows the lizards to work together if predators are in their territory. Additionally, the ability to breathe the elements as a dragon does and the incredible adaptation to teleport to known locations- also shared by the blink-dragons -make it a fascinating creature. Their telepathy allows for the most intriguing concept of the creatures: When newborn, blink-lizards will sometimes bond with humans and elves, as well as dwarves and halflings to a lesser extent. Perhaps there is something in us that draws their attention. The telepathic communication to us seems to be less than how they communicate with each other, but those who have experienced this bond know how fantastic a tool it can be. Instinct: To survive
- Teleport from danger while flying
- Teleport to a known location while flying
- Spew forth elemental power like a dragon, consumes 1 breath stone
- Communicate emotions or images to bond-mate
- Teleport to its bond-mate’s location while flying
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Bugbear Horde, Large, Intelligent claw (d6+4 damage) 7 HP 2 armor Forceful Related to goblins, these loosely-organized fuzzy-headed goblin giants are happy to attack by claw or by weapon, often swords or other makeshift weapons. They act as if they are awkward at moving, but are tricky and capable of sneaking up on opponents. Instinct: To terrorize opponents and defeat them through fear and trickery
- Sneaks up on people to scare them
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Shade Solitary, Magical, Stealthy Long, thin, insanely sharp blades. (b[2d10+4] damage 2 piercing) 8 HP 8 armor Close, Near The Shade is an evil creature of deception and trickery. Made of a, weightless, inconsistent substance between a liquid and a gas that can take on the appearance of anything. The Shade is able to maintain this disguise perfectly, including intelligent conversation and detailed voice and intonation provided the Shade can anticipate what is going to happen. If something unexpected happens (a sneeze, tripping, a punch to the face) then it's body shimmers with its normal silvery-grey coloration and then takes a few moments to return to its disguise. It can change its disguise at will with only a few seconds as the shape changes. It prefers to flee or negotiate rather than fight. But it can easily disguise itself as a weapon wielding humanoid or a ferocious animal. It can shrink to make a smaller disguise, but not grow to something larger than itself. The Shade can make any part of its disguise completely solid, but only in anticipation, useful for weapon strikes, but no use in receiving blows. Instinct: To remain in disguise.
- Flawless Shapeshifter
- Duplicate Self
- Heal Minor Wounds
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Steel Inquisitor Solitary, Magical, Organized, Intelligent, Construct, Terrifying Coins or Spikes (b[2d10+4] damage 2 piercing) 20 HP 6 armor Close, Forceful, Reach, Far Special Qualities: Made to control the masses through fear, Has steel spikes for eyes The Steel Inquisitors are members of the Steel Ministry and serve the Lord Ruler. They are fearsome beings, no-one knows how one becomes an Inquisitor, but all agree that these creatures were once human. Inquisitors have spikes that pierce their bodies in a distinct way. The most notable of these are the two Steel spikes that fill the space where their eyes should be and protrude out of the back of the skull. By all accounts these beings should not be alive, yet anyone who has encountered a Steel Inquisitor can attest to their continued existence, and their lust for violence and brutality. Instinct: To dominate
- Show no mercy
- Call for backup
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Ruin Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Amorphous Mental Attack (d12+5 damage) 29 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Control the Inquisitors, Kandra and Koloss Ruin is a God of Scadriel. Long ago he made a deal with the other God Preservation. Together they would create humanity on Scadriel, only if Ruin would eventually be allowed to destroy it. Preservation tricked Ruin, sacrificing his mind to trap Ruin's power in a Well. Thousands of years later, Ruin's Prison has been broken, and his power unleashed upon the land. If Ruin were able to Reunite his Power, Mind and Body, all of humanity would be annihilated.. Instinct: Destroy humanity
- Break the minds of its enemies
- Can speak into the minds of those pierced by metal
- Exists without a Body
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Seer Solitary Longsword (b[2d10] damage 1 piercing) 15 HP 4 armor Close, Near The Seer is a powerful Misting who ingests and 'burns' the metal atium to grant them immense power. A Seer can, when burning atium, see all of the possible actions another person can take, and their mental ability increases to process and act on all this data, accounting for any and all variation. The only weaknesses a Seer possesses, is that atium is the rarest and most expensive metal on Scadriel, and it burns faster than any other metal. A single bead of atium lasts only a few seconds, unfortunately for anyone opposing of the Seer, a few seconds is more than enough... Instinct: To eliminate opposition
- See the immediate future actions of another
- Can see what you will do before you do it
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Tineye Group, Intelligent Combat knife (d6 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Uncanny reflexes The Tineye is a Misting who ingests and 'burns' the metal tin to enhance their senses and to an extent, their mental fortitude. A Tineye burning tin can see through the mists as if they were not there, can hear the slightest sound from blocks away, and can react accordingly to their surroundings. Tineyes are commonly scouts, but in a pinch can enter combat without hesitation. There one weakness is that exposure to loud noises and bright lights while they burn tin will temporarily render them useless in any situation due to sensory overload. Instinct: To see everything
- Observe and report
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Coinshot Group, Intelligent Flung Coins (b[2d8] damage 2 piercing) 6 HP 0 armor Close, Reach, Far Special Qualities: Pinpoint accuracy The Coinshot is a Misting who ingests and 'burns' the metal steel to detect and 'push' on metals in their surroundings. This makes their primary attack, the flinging of coins, particularly lethal, as objects that weigh less than they do will travel away from them at very high speeds. they can also use this ability to leap great heights, by pushing on metal objects that weigh more than they do, or attached to other things that are, they can almost fly through the air. Instinct: Attack from afar
- Fire coins at enemies