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Khark, Corrupt Druid Solitary, Divine, Magical, Intelligent Beast-form claws (d10+2 damage) 18 HP 1 armor Close, Near Raised in the wilds of the Towering Mountains, Khark grew up learning the secrets of beasts and spirits, and grew distrustful and hateful of anything constructed by the "civilized" races of the world. In a strange alliance, his destructive aims ended up aligning with the goals of the Empress-Hierarch Dahlia, and he now stands with her against the titans. Khark is in his natural form an Elf, garbed in hide, with eyes like a great bird-of-prey. But more frequently he takes to the skies as a bird or wriggles into dark places as a serpent. Dahlia frequently sends him on scouting and infiltration errands, and when not so engaged, he watches over Tenebria and guards her. Instinct: To tear down symbols of civilization
- Transform into a beast of the wild
- Call on primal spirits of fire, water, earth, or air
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Dahlia, Empress-Hierarch of Death Solitary, Magical, Divine, Organized, Intelligent, Hoarder Necrotic Harm spell (d10+2 damage) 14 HP 4 armor Close, Reach, Ignores Armor, Far Dahlia was once an adventurer, venturing into the Valley of the Titans and delving into the catacombs beneath Tenebria. Horribly injured in a clash with a chained lesser titan, she found herself before the Black Gates, and Death offered her a bargain: liberate the true believers of Death from the weak and heretical practices of the Reformed Church, and live. She accepted the offer, and now she has usurped the Church leadership of Tenebria and turned the city into an unliving citadel, preparing it for war against the titans, ancient enemies of the gods. Clothed in robes of white and black, and surrounded by her cultists, the unquiet dead, and her bodyguard Khark, she rains contagion and curses upon whoever will not offer up worship and sacrifice to the God of Death and its hallowed bones. Instinct: To spread the "old ways" of sacrifice and reanimation
- Draw strength from her own pain
- Invoke a spell from the Cleric list
- Call underpriests and cultists to her aid
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Fleshling Horde, Tiny, Organized, Hoarder, Amorphous Constrict & suffocate (d4-2 damage) 4 HP 1 armor Hand, Ignores Armor Special Qualities: Paralyzing These small blobs of flesh seek out useful resources for the Shapeless One's brood of corrupted creatures. As they lack the ability to conceal their nature, they are sent only to selected areas where their numbers will not garner attention. If disturbed, fleshlings will surround threatening creatures, paralyze them with their slimy coating, and attempt to choke them by forcing themselves into the oral cavity. Instinct: to swarm
- collect valuable resources
- release chemical vapor
- surround threatening creatures
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Maddened Dwarf Group, Organized, Intelligent, Paranoid attack with axe and bow (d6+2 damage) 8 HP 2 armor Close, Forceful, Near This dwarf is not corrupted, but has seen enough of his kin fall prey that he doesn't know who to trust anymore. Paranoid and dangerous, a maddened dwarf and his small band of allies will attack creatures they deem suspicious with the smallest provocation. Instinct: to defend
- hunt down suspicious creatures
- call for reinforcements
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Corrupted Dwarf Group, Organized, Amorphous, Terrifying, Stealthy lash out with fleshy appendage (d8+2 damage 1 piercing) 12 HP 2 armor Close, Reach Special Qualities: Corrupted, Flesh-shaper, Poisonous These dwarves have been corrupted by the Shapeless One. Though they cannot fully alter their form to imitate other creatures yet, given time they will. In the interim, they can reshape bone and sinew into vicious weapons in a matter of seconds, after luring foes into a false sense of security. With a successful wound, foes may find themselves becoming corrupted as well. Any intelligence they display is little more than instinct from their pre-corrupted form. Instinct: to lure in
- grab with fleshy tendrils
- reshape flesh into weapons
- alert broodmates
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The Silver Judge Solitary, Amorphous, Magical, Divine, Organized, Intelligent, Cautious, Planar, Terrifying Spear of Divine Judgement (b[2d12+6] damage) Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Invincible God, Cannot be comprehended by mortal eyes. The Silver Judge holds Court in the Silver Palace, a utopian afterlife where there is no pain or suffering, so long as you follow the Judge's rules. The Judge or it's Angels will not tolerate any sin, and in their eyes, many trappings of the Living are a Sin. The Judge holds perfect order of it's domain in the Silver Palace, and works to spread it's influence to the land of the living as much as it and it's angels can. It demands much of it's followers: a life of servitude and sacrifice, an active opposition to evil and chaos, and absolute obedience. All say the Judge's rule is harsh and inflexible, but few of the fallible mortals that face it's wrath would call it fair or measured in it's punishents. It is said that the only way to defeat the Silver Judge is to find the Silver Star from which the Judge was born into the world, and trap the Judge in it. Instinct: Uphold the tyranny of Law
- Pass unsympathetic judgement
- Call the Divine Host
- When they contradict you, Stupefy them with your Divine Voice
- Overwhelm them with your Divine Presence
- When the living come before you, place a geas upon them
- When they hold the silver star aloft in your presence, become imprisoned
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Golden Wasp Swarm Solitary, Hoarder, Terrifying, Amorphous Sting (d6 damage 2 piercing) 15 HP 1 armor Close Special Qualities: Flies, Intimidating buzz, Hallucinogenic Sting A swarm of inch long, viciously stinging insects, Golden Wasps aren't actually made of gold, rather, they construct their hives out whatever metals and minerals might be in the surrounding area. A swarm can strip a houshold of all it's metal in a day, and if left alone in a mineshaft, can create truly exquisite hives of gold and precious gems. They are extremely aggressive, and will violently swarm if anything approaches their territory. Some dwarves have taken to farming them, using the hives to extract wealth from areas that are difficult to access, and calming them with incense during the harvest. Instinct: To protect the hive
- Swarm aggressively
- Crawl into chinks in armour
- Devour metal and steal gems
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The Shapeless One Large, Solitary, Intelligent, Planar, Terrifying, Amorphous, Devious, Stealthy fleshy appendage (d12+2 damage 2 piercing) 19 HP 3 armor Messy, Close, Reach Special Qualities: Shapechanging There's lots of beasties that prowl the night, and then there's this. The product of some curse, mistake, ritual or tremendous evil intent, the amorphous blob of roiling flesh described as The Shapeless One can imitate any life form it encounters, given time. It might look just like one of those other beasties, right up until it's too late. Worse, it can dominate the flesh of another creature to create extensions of itself, with the creature's kin none the wiser. Smart as a humanoid and clever enough to lure adventurers away from safety to where it can absorb them in secret, The Shapeless One is a master of deceit and instilling paranoia. If this one ever escapes the dungeon, it might be the end of everything. Instinct: to assimiliate
- absorb an organism
- imitate a creature
- prey on ignorance
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The monster under the bed Solitary, Large, Magical, Stealthy, Devious, Intelligent, Terrifying, Amorphous Fearsome Illusions (d4 damage) Infinite 20 armor Reach, Ignores Armor, Far Special Qualities: Reverse glow, Specifically defeated It appears to be a huge mass of shadow, creeping just barely out of a small space. Upon investigation, it is found to be unresponsive to light. Inevitably, someone pokes it and breaks its surface tension, causing it to leak into the area. It's dangerous because it distorts your view of reality and clouds your sense of the passage of time. This creature has no concept of honorable fighting whatsoever. It carries an ominous looking artifact, similar in size, material and shape to a drinking gourd: but covered in spells. The artifact should be broken to defeat it. Instinct: To terrify
- It attacks with illusions of the players' fears
- It takes about 4 times the party's estimated amount of time to defeat
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Nightpad Group, Stealthy, Organized Fanged Maw (1d10+2 damage 1 piercing) 12 HP 2 armor Close, Messy Dangerous beasts employed by The Greater Dark to guard its temples and hunt its enemies. They appear as long, panther-shaped beasts covered in grey and black scales. Their mouths open three ways to reveal a dagger-toothed maw capable of ripping a human apart in moments. Their speed and ability to blend into the shadows are unparalleled among mortal creatures, and their footsteps are always silent, regardless of the terrain. Instinct: Destroy the enemies of the Greater Dark
- Dismember prey
- Hide invisibly within the shadows
- Call additional Nightpads to its aid