-
Clockwork Defender Group, Large, Organized, Construct Crushing blows from metal limbs (d8+2 damage) 12 HP 3 armor Forceful Special Qualities: Metal, Clockwork, Well-hidden weak spot "The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"
Instinct: Destroy all Intruders! *click* Defend the domain!
- Display immense and uncaring strength
- Soldier on, ignoring all damage until the last
- Reveal a hidden function from the depths of its gearworks
-
Erinys Group, Divine, Intelligent, Planar, Terrifying Flaming Spear (d10+4 damage) 12 HP 1 armor Close, Forceful, Reach, Near Special Qualities: Wings, Aura of Fear Born from the blood of the first slain god, the erinyes are the embodiment of divine vengeance. No deity commands them; they feel in their bones the wicked deeds of mortals, and feel compelled to punish the wicked. Each erinys is unique in appearance; some are beautiful but garbed in venomous serpents, others hideous and bestial. Yet no matter the form, no mortal who lays eyes on an erinys can suppress a chill of dread. Perhaps it is something generated within the erinyes that causes this reaction. But perhaps it is merely the mortal's guilty conscience, confronted with implacable and unreasoning justice... Instinct: To punish
- Rain down fiery vengeance
- Reveal mortal sins
-
Fae Spirit Group, Tiny, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous Illusions and tricks (d10-2 damage) 3 HP 5 armor Hand, Ignores Armor, Near, Far Special Qualities: Immune to physical harm, except pure iron Fae Spirits are mischievous creatures who use illusions and tricks to confuse, trap, and frighten mortals. They usually live in places where the border between the mortal world and the eternal, capricious fey realm is thin. They may confuse, annoy, or play more malicious tricks on mortals that have trespassed or broken the strange rules of the fey court. Instinct: To cause mischief
- Grant a wish, with a twist
- Misdirect with tricks, illusions, and lies
- Tempt them with visions of beauty
- Lead them into danger
- Abandon them in the fey realm
- Grant one wish, without a twist when they catch your true name
-
The Ferryman Solitary, Magical, Stealthy, Devious, Intelligent, Planar Oar of bones (w[2d12] damage) 20 HP 4 armor Close, Ignores Armor Special Qualities: Anthropomorphic constant, cannot be destroyed The Ferryman of the river of bones ferrys the souls of the dead across the river that separates the land of the living from the lands of the dead for the cost of a single copper coin. The ferryman can also be convinced to take the living to the lands of the dead, but he may require a greater price. The ferryman is not inherently hostile, but if you try to impede or circumvent his duty he will push you into the river of bones, where bone serpents will tear them to pieces and pick their bones clean. Instinct: Demand your price
- Ferry them to the lands of the dead for a copper coin
- Vanish and leave them stranded
- Touch of horrors
- When they defy your duty, push them into the river of bones
- Tell the location of a dead soul for the price of a frozen tear
-
Necrogue Solitary, Intelligent, Terrifying sneak attack (d10+2 damage) 16 HP 3 armor Close Special Qualities: undead The terrible lich king or the dreadful necromancer from the Ash Plains needs to know what is going on in their enemy’s realm that they dream of tearing apart. That's when the necrogue comes handy. That undead sneaky thing lurks unnoticed in dark corners and doesn't hesitate to cut throats when it’s not quite dark enough to hide. Instinct: sneak around
- Spying for its dark master
- Disappearing in dark corners
-
Chupacabras Solitary, Magical, Stealthy, Intelligent, Planar, Terrifying Bite (d10 damage) 12 HP 6 armor Close, Ignores Armor Special Qualities: Hunter, Alien The chupacabras comes from another dimension to collect the blood from farm animals. It collects it but don't consume it. Whatever it does with the blood is a mystery. It almost humanoid features, look to be crossed with some sort of reptile. It moves like an animal but there is an aura of awareness around it that most find it disturbing. Not as disturbing as it eyes that are pool that reflect forbidden knowledge. Instinct: To suck the blood of farm animals
- Suck the blood of those distracted
- Can't be found if actively looking for it
- Know the secrets of reality
-
Tatzelwurm Solitary, Large, Stealthy, Magical, Devious, Intelligent, Hoarder Bite (d10 damage) 16 HP 2 armor Special Qualities: Burrowing Those cousins of the dragons are the apex predators in mountainous forests. They resemble very big snakes with two arms and a voracious face. Territorial, brutish, and wielding magic, they are a force to be reckoned with. More than a king has put a bounty on the head of a Taztelwurm, since they have no worries about expanding their dominion when the forest has no more preys and a near farm is full of pigs and cows. Instinct: to be at the top of the food chain
- Envelop them in its spires
- Ambush the unsuspecting from the thick of the forest
- Work a simple spell of earth or poison
- Paralyze a prey during eye-contact
-
Magic Eater Group, Magical, Organized, Intelligent Bite (d8 damage) 6 HP 0 armor Close Special Qualities: detect magic Aeons ago, they were humans, like me and you. They loved magic, and their studies about the arcane art actually changed forever the way spells are done. But what begun as a passion became an addiction. They built more and more powerful artifacts, they crafted more and more energy-consuming spells, detaching themselves from the world. Reality meant nothing to them, and their magic eventually twisted their bodies after their minds. Now they seek refuge in places of great power, eating residual energy, and hoping for some adventurer carrying enchanted equipment—or even better, a true spellcaster—to come by. Instinct: to feed on magic
- Absorb the effetcs of a spell
- Unleash an ancient spell
- Ring a telepathic alarm
-
Bush Master Group, Large, Stealthy, Cautious, Amorphous vines that constrict (d8 damage) 13 HP 3 armor Near Special Qualities: Blends in among the other plants The Bush Master is found in the deep forest protecting important groves or landmarks. The forest elves say that they were made by a mad sorceress to protect her tower. When she disappeared, the plants moved off to form their own communities. They appear drawn to areas and artifacts of power. Instinct: To protect its territory
- Entangles and suffocates its prey
- Hides among the normal plants