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The Shadows That Melt Flesh Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous Millions of tiny bites (b[2d6-2] damage) 6 HP 1 armor Hand, Ignores Armor Special Qualities: Completely intangible swarms Each individual shadow is actually a swarm of tiny, dust-sized demons. No one is quite sure where they come from, or how to kill them, but it is known that children of every species on every plane of existence know to fear the darkness . . . Instinct: To spread
- Devour flesh
- Impersonate voices
- Absorb knowledge from those it kills
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Lord Victor Solitary, Magical, Organized, Intelligent, Cautious, Hoarder, Terrifying Elemental blast (b[2d10+4] damage) 12 HP 7 armor Close, Forceful, Ignores Armor, Far Special Qualities: Scarred face concealed by an iron mask Lord Victor was not always king. Once, he was merely a simple boy who lived happily with his mother, a vagrant fortune teller. When the king wrongly accused her of theft and had her executed, Victor pledged revenge. Discovering the forbidden secrets of his mother's magic, he traveled the world, increasing his power until he felt ready to face the king. When an attempt to resurrect his mother left his face scarred, he constructed an alchemical suit to protect his injured body. He has since conquered the kingdom of his homeland, but his ambition has not been satiated. Instinct: To claim his rightful place as ruler of man
- Concoct a master plan
- Swap souls with an unsuspecting victim
- Command homonculi to fight on his behalf
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Ed Gruberman Solitary Boot to the head (b[2d10+2] damage 1 piercing) 12 HP 2 armor Close A master of Ti Kwan Leap, the impatient Ed Gruberman only seeks to trash bozos and beat people up. Instinct: Lacks patience. Wants to beat people up.
- Distrubs peace.
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Fallen Witch Solitary, Magical, Stealthy, Organized, Intelligent, Hoarder, Terrifying Darkfire Inferno (b[2d10+2] damage) 16 HP 4 armor Close, Ignores Armor, Far Special Qualities: Demonic appearence When a witch makes a deal with a dark entity, she trades her humanity for incredible power. Forsaking the path of community and cleverness traveled by other witches, a Fallen Witch can lead armies of demons and plunge entire kingdoms into dark warfare. Instinct: To corrupt
- Lay a curse
- Mislead foes with vivid illusions
- Vanish and reappear at will
- Summon demons
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Witch Group, Stealthy, Magical, Organized, Intelligent Balefire Bolt (w[2d8] damage) 6 HP 1 armor Close, Far Witches are outsiders and outcasts, women with special talents rejected by the elite traditionalist wizarding schools. A good witch can be a powerful ally, and many witch covens actually work to protect the innocent. A witch tempted by darker powers, on the other hand, can become an enemy beyond your wildest imagination . . . Instinct: To overcome society
- Lay a curse
- Mislead with an illusion
- Fly on a broom
- Summon imps
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Gérard Solitary, Large, Divine, Intelligent Big two-handed sword (b[2d10+6] damage 4 piercing) 22 HP 2 armor Forceful, Reach, Ignores Armor, Near "A big, powerful man regarded me from the next card. He resembled me quite strongly, save that his jaw was heavier, and I knew he was bigger than I, though slower. His strength was a thing out of legend. He wore a dressing gown of blue and gray clasped about the middle with a wide, black belt, and he stood laughing. About his neck, on a heavy cord, there hung a silver hunting horn. He wore a fringe beard and a light mustache. In his right hand he held a goblet of wine. I felt a sudden affection for him. His name then occurred to me. He was Gérard.” - Corwin Instinct: Defend the realm. Trusts no one.
- Beat people up with brute force
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Ur-Vile Group, Magical, Organized, Intelligent, Construct, Terrifying They bear staves which harness dark power. (d8 damage) 6 HP 1 armor Close, Near, Far Special Qualities: They can run on all fours faster than they can upright., The ur-viles were made by the demondim. They are not born, they are made., Their roynish torsos are inordinately long, having short limbs, so can walk normally or on hands and feet. They have a long flexible neck, a hairless head, pointed ears, and a mouth that is a mere slit. Their nostrils are in the center of their faces and they have no eyes. The Ur-Viles are an ancient race created by the Demondim before they were destroyed. They were then corrupted by Lord Foul and since then have fought for him. They fight in a wedge formation the leader at the front as the formation increases their power. Instinct: Seeks power, often in the service of dark masters in exchange for more power.
- Masters of dark lore.
- Through their staves they can wield a wide array of powers.
- They can form into fighting "wedges" in which each member adds their strength to the leader at the front of the wedge.
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Cavewight Horde, Cautious Swords, clubs, other melee weapons (d6+4 damage) 3 HP 3 armor Close, Forceful Originally denizens of the caverns beneath mount thunder, they mined gems and precious metals to trade with humans. In time they fell under the sway of evil puissant creatures such as the Demondim, Ur-Viles or Ravers. They made up the bulk of Lord Foul's Army in his wars with the people of the Land. Instinct: They are typically fodder in evil armies, and under the command of malevolent beings.
- Incredibly strong creatures with the strength to move mountains
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Cthulhu Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying, Amorphous Claws and tentacled maw (d12+9 damage) 33 HP 5 armor Reach, Forceful, Ignores Armor Special Qualities: Amphibious, winged, regenerate after being destroyed, Drive mad with a glance “That is not dead which can eternal lie, yet with stranger eons, even death may die” "A monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind." An ancient and terrible cosmic god, great Cthulhu cares little for humanoid life except as a means to facilitate his return on earth. Mountainous in size, there is no hope of defeating him (unless, perhaps, you can drive a boat through his head. Even then, he'll be back.) Instinct: To bring chaos
- Consume humanoids
- Corrupt the dreams of mortals.
- Warp geometry
- Raise R'lyeh when the stars are right
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Mr. Nobody Solitary, Divine, Devious, Intelligent tacky umbrella (d12+2 damage) 22 HP 0 armor Close Special Qualities: pitiable, vague features Poor Mr. Nobody. He's been all alone for so long clutching his ugly umbrella to his tattered suit, watching empires rise and fall. It would seem even Death has forgotten this unfortunate, cursed man. Mr. Nobody has no memory of any life before this cursed non-existence, but clings tightly to his old umbrella and clothes as proof that he was once somebody. With little need for food or drink, Mr. Nobody most hungers for attention, and would glut himself should he find it. Instinct: to be noticed
- All creatures that interact with Mr. Nobody must make a check to remember doing so
- Aura of Nonexistence-Mr. Nobody emits an aura of forgetfulnes about him that makes him very difficult for most to notice, and even more difficult to keep noticing as all memory of him quickly slips from your mind. The strange few able to remember him are put at risk by this aura, as the longer they interact with Mr. Nobody, the more forgettable to others they become until eventually fading from the notice of others entirely.
- The Man that The World Forgot-Mr. Nobody suffers no ill effecs from fatigue, starvation, dehydration, or suffocation
- Below Death's Eye-Mr. Nobody cannot be killed, but can be severely wounded. All damage Mr. Nobody takes fades away with time.