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The Ancient Hermit Solitary, Small, Stealthy, Magical, Devious, Intelligent, Hoarder, Planar, Terrifying Curses and Hexes (w[2d10] damage) 16 HP 0 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Immortal, The Ancient Hermit lives in a cave hidden in a valley that has never felt the light of the sun, the moon, or the stars. It is an immortal being of twisted cruelty and malice. It hates the living and the dead, since it can never join either, and wishes only to cause as much suffering as it can. It is a small, incredibly dirty, horrifically smelly humanoid shrouded in shadow, but it’s head is covered in countless rumey, cataractblinded eyes. The Hermit collects small things of perfect beauty, and will trade old secrets about the lands of the dead for them. It will only allow the living or dead to pass through it’s cave into the Underworld if it is given a gift of an eye that has seen true beauty. It will only let them out if the gift is one of their own eyes. Instinct: Despise and envy the living and dead
- Demand a beautiful trinket for a secret of the great Beyond
- Demand an eye that has beheld True Beauty for passage through your cave to the Underworld.
- Demand one of their own eyes for passage back to the Living
- When they give you an eye, see everything the eye has seen
- When a player attacks, vanish into the shadows of your cave
- When players invade your cave without paying the price, hex them from the shadows
- When the light of the sun shines on you, go blind at it’s touch
- When they have you cornered or trapped, beg for mercy
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Bone Serpent Group, Large, Stealthy, Planar, Terrifying, Amorphous Vicious bite (d10+4 damage 3 piercing) 21 HP 4 armor Forceful, Near Special Qualities: Bone scales Bone Serpents inhabit the river of Bones. They are extraplanar predators that have made themselves large bodies out of the bones that make up the river. The Bone Serpents swim the river of bones as though they were eels gliding through water. they wait for foolish dead and living to try to swim across the river, or to fall out of the Ferryman’s boat. When they find a victim in the river, they dart to the surface and drag their prey down beneath the bones, to be torn to shreds by the school of bone predators. Instinct: Tear the living and dead to pieces
- When they approach the river of bone, disturb the surface
- When they enter the River of Bones, drag them under
- When the Ferryman is attacked, rear up to defend him
- When the bones of a magical creature are thrown into the river, become distracted for a short time
- When your prey is under the surface, go into a feeding frenzy
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Torgo Solitary, Devious, Intelligent Haunting theme music (d10 damage) 16 HP 0 armor Close, Reach, Ignores Armor, Far Special Qualities: Oversized Knees A bearded satyr wearing a hat and a confederate civil war uniform (which hides his goat legs), Torgo moves and speaks haltingly, and is accompanied by the haunting Torgo Theme Music, an endless repetition of four notes that can drive men mad. He takes care of the place while The Master is away, and he moves to prevent actions he feels The Master would not approve. The Master generally intends to sacrifice people to his deity "Manos", though sometimes Torgo wants to keep attractive female humanoids to himself. If Torgo is killed The Master will attempt to capture and transform the killer into a similarly afflicted servant. Torgo also delivers pizza, which is always very late yet somehow still warm. Instinct: He serves The Master. He does not allow things which the master would not approve.
- He takes care of the place while The Master is away.
- He can summon The Master
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Dybbuk Solitary, Magical, Stealthy, Devious, Intelligent, Amorphous Lash out (d10 damage) 19 HP 5 armor Close Special Qualities: Invisible A spirit of a malcontent who has been denied true finality, the Dybbuk is a spirit that stalks entire groups of humans and feeds off their conflict. They lay in wait, only to strike when there is sin. Ghostly, incorporeal, and can interpose almost every object, the Dybbuk feeds on sins and is likely found wherever people are driven to sin. Fortunately, a Dybbuk is known to be easily driven off provided those who accompany the possessed make the appropriate sacrifice - intense flagellation, for instance. Instinct: To atone for its sins, and to cajole the adventurers to atone for their sins.
- Possess a sinner at the moment of sin.
- Cause possessed to fail to act at a critical juncture
- Cause possessed to succumb to a craven impulse.
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The Bucca Horde, Tiny, Stealthy, Organized, Intelligent, Hoarder Tiny, tiny muskets (d8-2 damage) 3 HP 0 armor Hand Special Qualities: Advanced technology. The Bucca are not so much a race of people as they are an empire of half inch colonists. Archtypically, Bucca are found inhabiting fortresses built into old growth evergreens, but they will go wherever there are precious resources to exploit, human flesh notwithstanding. Organized through republican politics and fond of constant gossip, the Bucca are entrepreneurial, come in massive numbers, and don't leave their holds easily. Finally, they are fond of a square deal, so they are not afraid to build rapport with any creature they believe to be powerful. Instinct: To expand their operations continuously.
- Build infrastructure in something that lives or once lived.
- Take a decisive action that is at least three steps ahead of the competition.
- Call for more Bucca yeomen to manifest their destiny
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Tengu Solitary, Stealthy, Intelligent, Hoarder, Terrifying Sword slash (b[2d10] damage 1 piercing) 16 HP 0 armor Close, Far Special Qualities: Beastly long nose A Tengu is a trickster demon who is fond of meddling in human affairs. Infamous for their phallic nosed masks, they will use their supernatural quickness to kidnap and torture unsuspecting people. They are quick as the anything, and often possess relics that allow them to harness the wind. Shapeshifting is an effortless task for them, and they are fond as coming and going as wild dogs or crows. Instinct: To kidnap, confuse, and agonize humans.
- Meddle in human affairs in the most destructive way
- Shapeshift into something unexpected.
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Night Terror Solitary, Small, Stealthy, Hoarder, Terrifying Bite (d12 damage) 12 HP 0 armor Close Special Qualities: Sleeping poison bite, and mouth filled with razer sharp teeth A creature that most adults have forgotten but all children know to fear is the Night Terror. It comes when you are asleep and uses its poisonous bite to feed on unconscious victims. Although rarely seen, legend has it that the Night Terror is small with a wiry frame and dark grey skin that allows it to hide in shadows with ease. Always sleep with one eye open... Instinct: to terrorize
- Attack while you sleep
- Sleeping poison bite
- Given any cover, it can hide and shift positions unseen
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Tianlong Solitary, Large, Divine, Devious, Intelligent, Planar Radiate glory (w[2d8+4] damage 2 piercing) 22 HP 2 armor The Tianlong is a whiskered reptilian god associated with transcendent values. They are said to make their dens atop the heights of craggy mountain peaks, as well as the beds of river rapids. Existing outside of time, and wise from hundreds of lifespans, the mere visage of a heavenly dragon inspires personal and heroic acts of loyalty. If they cannot win a warrior's obedience through cognition, they can also radiate divine glory, gossamer pure white stuff that causes spontaneous soul-body decoupling. Instinct: To protect the sacred, to exorcise free will from the imperious.
- To impress one's allies to gain leverage over another.
- Offer protection in turn for an ascetic vow.
- Offer divine knowledge in turn for one's loyalty.
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Cultist of the Dark Lord Group, Organized, Intelligent, Devious Hidden dagger (d4 damage) 6 HP 0 armor Close Special Qualities: Poisoned Blade "Not like the hardscrabble villages of your people, our kingdom is an immense city of soaring architecture, built by the Glorious Lord himself. Such a sight to behold! The towers stretch into the clouds themselves! Our Lord, in his wisdom, has decreed that we have too long been a reclusive state. He bids us to travel the lands and spread the word, a new dawn of civilization has come! A return to the glory days of old! Come with us, brother, and share the gift of His power!" Instinct: Spread the 'glory' of their dark lord
- Convert the gullible with tales of wealth and power
- Unflinchingly murder anyone who opposes
- Beseech a dark gift from their evil benefactor
- Call for aid from evil powers
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Doomspeaker Solitary, Stealthy, Devious, Intelligent, Terrifying Horrendous voice from Beyond (d6 damage +fear or deafness) 8 HP 0 armor Far, Area attack Special Qualities: Masked countenance to appear human Many strangers walk the land, but a Doomspeaker is no mere traveler. They exist solely to spread horror and quench the fires of hope wherever they go. Though they attempt to hide their inhuman jaws and teeth, the telltale mask often gives them away. Doomspeakers have bartered their very humanity away in order to serve their Dark Lord, and thrive now on the terror they leave in their wake.
Instinct: To spread the Words of Darkness
- Mask their true nature until it's too late
- Announce a prophecy of failure (-1 forward)
- Deafen or terrify an opponent with a vicious, ear-bleeding shriek