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Heyweir Solitary, Tiny, Magical, Divine, Intelligent, Cautious, Hoarder, Planar, Amorphous Mastery of lightning literal and figurative. (b[2d10] damage 1 piercing) 21 HP 5 armor Hand, Ignores Armor, Far Special Qualities: Storm Sphere. Flying., Bowling ball sized. Instinct: To get the first Wish before Judgement.
- Soul-consuming energy being and Cosmomancer.
- Cosmomancy of the highest order.
- Seeker abilities. Damn near omniscient.
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MechaKnight Solitary, Large, Magical, Intelligent, Cautious, Construct, Amorphous Warhammer: Order. (b[2d10+4] damage) 23 HP 8 armor Forceful Special Qualities: construct, Direct mental access to whoever is controlling it. A 12 foot clockwork knight with Aetheryte plate armor and a massive Warhammer called Order. Instinct: To bring order.
- A 12 foot tall Mechanical Knight that may be controlled telepathically by the possessor of the Key f Law.
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Airship Solitary, Huge, Devious, Construct, Amorphous Ramming speed! (d6+3 damage) 27 HP 1 armor Reach, Ignores Armor Special Qualities: Good manuverability, 6 people comfortably. No, the Captain is not named "Cid." Instinct: To not be a complete dissapointment to the people that paid tons of money for it.
- Flies. No weapons. Fueled by blocks of flying island.
- Can traverse a zone in two weeks, a Borderland in 3 days.
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Intestinal Serpent Horde, Huge, Devious, Hoarder, Terrifying, Amorphous Bite (d4+3 damage 1 piercing) 14 HP 2 armor Reach, Far Special Qualities: Flexible and fast. , It's a giant cavern of snakelike Barnacles from Half-Life. Except the terrifying mouth is on the end of the tongue. The intestinal serpents will attempt to taste and then tear apart the airship. HP zero means it gives up and lets you pass. Instinct: To sample, categorize, and dismantle.
- Sorts and organizes the debris of the Conversion Wyrm. Blind, it tastes the air and landscape to identify what the Wyrm had eaten, grabbing them with it's huge mouth, and moving them around the Digestion Cavity.
- Pool drop. Picks something up to cow sized up, and drops it in a pit of acid.
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Penelopy, Mistress of Coin Solitary, Organized, Intelligent Aetheryte Daggerscale vest (b[2d10] damage 2 piercing) 12 HP 4 armor Close, Near The Mistress of Coin handles all of Lyrandar's accounts, maintains the vault, and supervises the Aetheryte Mining of The Spire. She is secret lovers with Syrian Lyrandar, recently deceased Skymaster of Lyrandar. Instinct: To swear bloody vengance and bring about the full fury of a House Lyrander, arisen from the ashes like a mighty Phoenix!
- Next in line to the Skymaster Chair, and recent witness to the murder of her lover.
- Supreme command of the remaining Lyrandar forces.
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Sharlax, The Sleeper Solitary, Huge, Divine, Magical, Cautious, Planar, Terrifying Claws, tentacles. (b[2d12+9] damage 2 piercing) 26 HP 4 armor Reach, Forceful, Near, Far Special Qualities: To look upon it is to gaze upon the horror of a world beyond mortal cares. A mass that sometimes takes humanoid form, a ever shifting writhing horror of wings, tentacles, teeth, and eyes. Instinct: To bring about destruction
- It sleeps...until that horrible day when it awakens.
- Mastery of water.
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Locathah Group, Organized, Intelligent, Cautious, Hoarder Crossbows and Longspears (b[2d8] damage 2 piercing) 6 HP 3 armor Close, Reach, Near Special Qualities: Water breathing. Great swimmers Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs. Instinct: Worship Sharlax. Await for his awakening.
- Ambush trespassers.
- GURRRRRRRGLE!
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Cephalid Horde, Small, Organized, Intelligent, Planar, Terrifying Water Jets (d6 damage) 3 HP 1 armor Close, Ignores Armor, Far Special Qualities: Hive Mind, Aquatic, A octopus with an eyeball at the center, and eyeballs at the tops of each tentacle. Instinct: Their true motivations are inexplicable.
- Inhuman shepherds of Sharlax, the Slumbering Lord
- The keening wail.
- It knows the secrets of awakening Sharlax.
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Spore Bearer Group, Small, Devious Mandibles & Probiscus, Venom Sac (w[2d4] damage) 6 HP 0 armor Close, Near Instinct: To protect and nurture the spore nodules. To burst a nodule and then die.
- Grows and nourishes Squamous Hoard spore nodules. Eventually the nodules rupture, releasing clouds of demonic spores into the air.
- When you breath in Demonic Spores, roll + CON. On a 10+ you shake it off no problem. On a 7-9 you shake it off, but are left weakened. Take -1 ongoing for future rolls vs Demonic Spore. On a 6-, take +1 infection. I don't quite know what that means just yet.
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Barrog, the Squamous Balor Solitary, Huge, Magical, Intelligent, Cautious, Terrifying The Inferno Flail (b[2d10+7] damage) 24 HP 5 armor Reach, Forceful, Near Special Qualities: covered in rotting scales beneath which embers of flame can be seen. Smoke coils about it, making its shape indistinct and amorphous, while simultaneously huge and terrifying. Instinct: Barrog has one goal: to open the spore modules within the Portarium, spreading the seed of the Squamous Hord to all of Mobius World
- As the Hoard encroached ever deeper into the Abyss, even the mighty Balor were consumed. Now this beast leads the charge into the Portarium.
- Master of smoke and fire. Able to controll lesser Hoardlings telepathically.