-
Memo-Wraith Precollected Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder, Terrifying Amnestic Touch (b[2d10] damage 1 piercing) 16 HP 4 armor Close, Ignores Armor Special Qualities: Impossible to Remember, Beyond Comprehension Of those that have been able to take notes about the dread Memo-Wraiths, fewer still draw many inferrances. However, those that do have come to some troubling conclusions. It is theorised that Memo-Wraiths seek to restore themselves to being remembered, and to having a history - and their parasitism stems from this. However such a process must take a long time and take a lot of effort from any given Memo-Wraith or those that have become remembered should be more well known. However between those two positions of complete anonymity and having restored oneself to true existence there should exist a terrifying creature that is tentatively labeled a "Precollected", a Memo-Wraith on the relative cusp of restoration, for whom the sheer volume and intensity of memories and histories consumed have condensed themselves deeply into their being, granting them a personality of sorts, and an intelligence to boot. The acts that these beings would be capable of might be world-shattering in nature, plus if they were to actually succeed in the work... Instinct: To feed more
- Steal memories with but a touch
- Animate those entirely drained of history and memory as a Memo-Wriath
- Wield the might and power yielded from untold consumed memories and fates
- Consume a stolen memory, and its history with it
- Reveal lesser Memo-Wraiths where your foes forgot to check
-
Owl of the Forbidden Garden Solitary, Huge, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder, Planar Beak and talons (d12+7 damage 3 piercing) 22 HP 2 armor Reach Owls themselves are but paler reflections of something greater. The owls of the forbidden garden are said to seek out knowledge, draining it if necessary. They feast upon the Corpse of the Forgotten Serpent, mostly, but a select few venture into the world for rare secrets, to steal them forth from minds or books or similar, before retreating back to their progenitor. For even these owls are themselves pale imitations of their own creator, the True Owl of the Forbidden Garden, created by a long forgotten god for some arcane purpose - presumably stealing back knowledge. But what puzzles most scholars who are aware of such things is to why? What makes knowledge so important that it must be stolen away, pried out of the world and returned somewhere else? Instinct: To gain power
- Steal away knowledge with a glance
- Vanish into the dark forgotten corners of a mind
- Wield terrifying magicks forgotten for aeons
- Beckon forth minions from where someone forgot to look
- Cast off feathers that steal words and cripple thoughts
-
Memo-wraith Horde, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Amnestic Touch (d4 damage 1 piercing) 7 HP 1 armor Close, Ignores Armor Special Qualities: Impossible to Remember, Beyond Comprehension "The concepts of memory and history are more intertwined than have been previously thought. Although the processes involved are not entirely known, and the... memory-dampening nature of such a monstrosity makes documenting anything about it tiring, we have decided to tentatively call it a 'Memo-wraith'. It should be noted that my hands are trembling as I write this, because I have to keep it in my line of sight at all times while I write, lest I forget about the creature. One of its observed abilities is that it cannot be remembered when not visible. It was at great cost and hardship that mere one of these creatures were managed to be captured and transported here to study. But we still know so little, however it has been... observed unfortunately that these creatures can create more of themselves from their victims. But where did the first one come from? Tangential evidence, which unfortunately is the only evidence we seem to be able to acquire is that it consumes not only memories, but eventually the history associated with these memories. What this implies is" - Final journal entry of an anonymous memory mage Instinct: To feed
- Steal memories with but a touch
- Animate those entirely drained of history and memory as another Memo-Wraith
- Tap into a consumed memory for power or skill
- Consume a stolen memory, and its history with it
-
Marionette Archer Group, Construct Twin bows (b[2d8] damage 1 piercing) 10 HP 2 armor Close, Near, Far Special Qualities: Four arms, Body of wood The sorcerer-kings of old could and would employ common soldiery of course. But that's just to be practical. When allowed to play, and when organised in their efforts they made (more literal) puppets. Programmed with knowledge of how to fight, and laden with more arms (if you're creating something new you may as well make an improvement while you're there), these fearless automatons, clad in easily made metal armour riveted to their frames can become cost efficient if done in the right way. So they did, and their legions of dolls marched against their foes. Two bows and many arrows in the hands of implacable, tireless machines can become quite the danger as even one of them is capable of laying down a hail of devastating arrows. Imagine a whole legion. Instinct: To obey
- Lay down a withering hail of arrows
- Suffer a malfunction and attack everything in a blind fury
-
Disenchanter Solitary, Large, Magical, Devious, Planar Trample (w[2d6] damage) 12 HP 0 armor Native to the Plane of Order, the Disenchanter finds passage into our world when anti-magic pervades an area. Once anti-magic has taken hold of a location, the Disenchanter steps through the veil; and then it begins to wander. Mages and clergy fear the Disenchanter: a towering, camel-like creature with dark blue fur and a long, elephant-like trunk. Wispy blue tendrils reach out from the trunk, and anything the Disenchanter touches is drained of its magical properties. Amulets go dim, idols turn mundane, and wizards forget spells. But despite the Disenchanter's appetite, it is a docile thing. Seldom does the Disenchanter seek to harm others, and sometimes they even make companionship -- as long as its master can consistently feed it magic. Instinct: to consume magic
- Sniff out magic from miles away
- Teleport a short distance
- Make someone temporarily forget a spell
- Permanently disenchant something
-
Orc Security Group, Organized, Intelligent Whatever's heavy and handy (b[2d8+2] damage) 10 HP 1 armor Close, Forceful The Orcs of the Northwest Mountains have largely immigrated south the past century or so, many in the City of Priests and Ghosts. The more civil live among the Kyles, the more vicious thrived in Blasphemers Quarter, where they hold a steady claim to the security, collections, and murder for hire markets. Casino Security do not carry weapons as a matter of course, and are free to cause some destruction to make an example, even if that means throwing a roulette wheel at someone, or throwing someone through a nice high window. Instinct: To eject rulebreakers
- The old heave-ho
- Security whistle
-
The Fop Solitary, Magical, Divine, Devious, Intelligent, Hoarder Banishing Touch 10 HP 4 armor Close, Reach, Ignores Armor His successful research into inter planar portals and baroque disposition lead Duke Baldwin to his position as a High Deacon of the Church of Blasphemy. He appears frail and effete, but he has traveled to several hells and made deals with multiple devils for the power he wields. He'll have to pay it when he dies, so he keeps playing on house money. Instinct: to pervert
- Use spells to evade and trap
- Create a portal between planes
- become trapped on another plane
-
Water Slug Solitary, Devious Snot Spit (d8 damage) 12 HP 0 armor Close, Near Special Qualities: Can climb walls 6ft long black slug Instinct: To Eat
- Spit Snot
- Solidify Snot
-
Focalor's Slave Driver Group, Intelligent Fire whip, Driving Minions into frenzy (b[2d8+2] damage 1 piercing) 10HP 1 Armor Close, Reach, Near Descended from Bargenzi, one of the ancient demon's of old, This much tamer version known as a "slavedriver" by residents of the basin, earned it's name for the way it drives the minions under it's command. While it's thought that the reason the demon's under it follow it's commands is fear and threat of pain the actual reason is because of the commands of their master, Focalor, one of the dukes of hell. In actuality the slave driver lives to deliver pain and the minions live to be subservient. All needs are met in this strange symbiotic relationship. The slave driver appears as a naked woman, hunched and withered. It's leathery wings stretch out of it's back and with every movement its skin creaks like leather. The hellfire whip at its command looks like a knob of wood but, when swung, flares out with a tongue of fire, turning into a whip that can be commanded. It's face is twisted, always, into a sadistic grin said to be a curse set upon this lineage of demon when their progenetor was killed by an old and powerfull warlock. Instinct: To cause pain in other creatures
- Drive the minions of focalor
-
Focalor's Minion Horde, Magical, Organized, Intelligent, Planar Wind blasts, Shadow Claws (d6 damage) 20 HP 4 armor Close, Far Special Qualities: Shadow body Shadow demons are a common sight in the underworld. The demon princes frequently draft swathes of their number into their service. When Focalor, summoned and bound by pact to the witch Ophelia to the collapsing world of the basin, drafted these servants to his service they were changed. Since he had such an alignment with ice and wind these creatures developed one as well once bound to his service. They are swift and can find their way into the unlikeliest of places if their master bade them. Instinct: To follow it's master's orders
- Fight an enemy of focalor
- Call minion: When It is injured it can call for help summoning two more of it's kind with the same number of hit points as it
- Portal Rip: Rip a hole into the plane of shadow or wind..
- Shadow Portal: Light begins to fade and howls of unearthly beasts radiate from the portal. Take 1d6 psychic damage and take -1 ongoing until the portal is destroyed
- Wind Portal: Howling wind rips out of the portal in a continious stream, any enemies standing in the line are blown away and take -1 ongoing due to the howl of the wind