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Lunar Cultist Neophyte Horde, Stealthy, Organized, Intelligent Curved daggers (d6 damage) 3 HP 0 armor Close Being in a cult can have its perks. Just not if you're starting out, at least not if you're not already someone important. Neophytes they call them, because it sounds better than "lambs to the slaughter" or "chaff to be separated from the wheat" or other such phrases. They serve their purpose of course, but against a determined or experienced force their purpose tends to more involve slowing down invaders so that more important members of the cult can get things done. Still, quantity has a quality of its own, and with enough crazed, robed fools with curved daggers lunging at you it can be hard to hold them off, especially with their other asset: Zealotry. Instinct: To serve the cult
- Crash upon the heathens like a wave
- Turn out to be the lycanthrope in sheep's clothing
- Reveal more encroaching chaff for the scythe
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Lunatic Hounds Horde, Small, Stealthy, Organized, Planar Claws and teeth (d6 damage) 3 HP 1 armor Close Those that hunt by moonlight mention a certain canine fascination, distant howling and the like. Sometimes this is 'merely' lycanthropes or similar, but certain stories speak of particular hunting hounds that have managed to become blessed through their deeds and abilities by the moon itself. It is said that this blessing allows them to live once more, as numerous hunting hounds summoned by those that wield the miracles of the moon's divinity. Still, being able to summon such hounds would be mighty useful... Instinct: To do as their master says
- Hunt and track prey
- Flicker in and out of moonlight
- Howl to the heavens and summon the hunt
- Brand those that they bite as prey
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Waning Moon Cultist Hunter Group, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder Hooks, chains, nets, etc. (d8+2 damage 1 piercing) 8 HP 1 armor Close, Near Just as the moon has many faces, so would a lunar cult - it is reasoned. The waning moon reminds us of the inescapable cycle of the moon, its indefatigable nature causing it to sink into hiding once more - but nonetheless unstoppable in its purpose. Those that relish upon this see fit to capture those that they have declared heretic, apostate, heathen, or other 'criminals', and see them judged. The hunters of waning moon see that the first part is done and make them ready for... judgement. Instinct: To serve the cult
- Hunt and track prey
- Turn out to be a lycanthrope
- Wield unearthly magics to capture, bind, and seal
- Summon the hounds
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Waxing Moon Cultist Priest Group, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder Hooked flail (d8+2 damage, 1 piercing) 8 HP 2 armor Close, Messy Just as the moon has many faces, so would a lunar cult - it is reasoned. The waxing moon heralds the approach of the moon at its apex, and so do its servants. Although courtiers and similar wordsmiths fall within their numbers, upon the field of battle you are more likely to encounter their priests - who praise upon the moon's myriad faces and draw forth its power in the form of miracles - both beneficial and malign. Clad in their gaudy attire, the priests' are said to prefer hooked flails - to better draw forth the blood of the heathen. Instinct: To guide the cult
- Speak forth corrupt scripture to twist minds or embolden the converted
- Turn out to be a lycanthrope
- Usher forth miracles in the name of the cult
- Beckon forth more thralls to assist you
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New Moon Cultist Sorcerer Group, Stealthy, Divine, Magical, Organized, Intelligent Bolts of moonlight (d8+2 damage) 6 HP 0 armor Close, Ignores Armor, Near, Far Just as the moon has many faces, so would a lunar cult - it is reasoned. The mysterious nature of the new moon begets arcane mysterious and bloodlines that power can be drawn from and so forth. These sorcerers are said to wear strange silvery tattoos, and that their shapes can be as though water, should they so desire. Of course the sheer arcane power that they can muster to annihilate the enemies of the cult should not be ignored... Instinct: To serve the cult
- Shapeshift into something advantageous or disquieting
- Turn out to be a lycanthrope
- Wield unearthly lunar magic to great effect
- Summon denizens of the moon to do your bidding
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Crescent Moon Cultist Assassin Group, Stealthy, Divine, Magical, Intelligent Curved blades (b[2d8+2] damage 2 piercing) 6 HP 1 armor Hand, Close, Near Just as the moon has many faces, so would a lunar cult - it is reasoned. The mercurial nature of the crescent moon, at the apex of its changes implies the most treacherous sorts, assassins and rogues and such. These particular cultists are said to use a combination of poisons that addle the mind and the senses, with illusions to better conceal or delude their foes. Together combined it can be impossible to create an appropriate counter before they have slit your throat and dumped your body out on the moors for the crows. Instinct: To kill for the cult
- Inflict poisons that warp minds and ruin senses
- Appear from nowhere or disappear into the flickering light and shadow
- Employ illusions to confuse and deceive
- Turn out to be a lycanthrope
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The Gatemaster Solitary, Large, Magical, Organized, Intelligent, Hoarder, Planar Aggressive spells of opening and closing (d12 damage) 16 HP 4 armor Ignores Armor, Reach, Near, Far Always the bridesmaid, never the bride. Such is the 'life' of The Gatemaster, a powerful demon noble, embodying a long lost word that means both to lock and unlock, to open and to close. Although their powers are great, and their loyalty can be instrumental in achieving many great things - they themselves can never use their own portals to leave the infernal realms to which they are bound. But there are always fell rumours that there might be a way. It is best not to try to contemplate what might happen should the Gatemaster be released... Instinct: To free/imprison
- Lock or Unlock literal or even figurative locks or seals with but a gesture
- Open portals to anywhere, even other planes, with ease
- Spill forth minions from many portals
- Seal the planar fabric against travel to or away from their presence by will alone
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Shining Horror Group, Divine, Organized, Intelligent, Cautious, Planar, Terrifying Golden swords and spears (b[2d8+2] damage 1 piercing) 8 HP 6 armor Close Special Qualities: Aura of Despair and Shame Resplendent in golden plate and shields, these extraplanar warriors have murky origins. Although seemingly holy in nature they are anything but - and although possessing some spark of the divine within them, they are infernal creatures, footsoldiers of a powerful succubus queen who managed to pervert such a power to her own ends. Their gloriousness is all the more shocking compared to their sheer brutality and the violence that they are willing and able to commit, worse however is the fate of those that they turn into golden statues - to be taken back to their mistress... Instinct: To dominate or serve
- Shine with a blinding, burning radiance
- Summon compatriots with a blow of a golden horn
- Turn things to gold (quickly or slowly) with a touch or a wound
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Blood Arch-antiprophet Solitary, Large, Divine, Magical, Organized, Intelligent, Hoarder, Planar Conjured blood-armoury (d12+2 damage 2 piercing) 18 HP 3 armor Reach, Near The Blood Anti-Saints are a strange and blasphemous lot. Infernal in nature, their leader is known as the Blood Arch-antiprophet, and as the name suggests they do not prophetise things coming to pass, will alter fate in order to make them so - luckily they are only able to work this fell power through the medium of blood, but unfortunately blood is still a fairly fundamental thing to all living creatures. Mercifully they have not been heard of for a long time, and may it stay that way... Instinct: To conquer and dominate
- Cause blood-related events to come to pass
- Wield blood magic with frightening ability
- Beckon forth servants through bloody media
- Sense blood unerringly anywhere on this plane
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Anti-Sacred Bloodservant Group, Stealthy, Planar, Construct Needle teeth and claws (d8 damage 2 piercing) 10 HP 2 armor Hand, Close Special Qualities: Body of Infernal Bronze Part art piece, part vampiric automaton. That is what has been described to me by those that encounter these things in certain regions of the infernal realms. Seemingly 'artfully' designed bodies of verdigrised bronze - they possess a blasphemous air resonating with their task. For it is said that even in the infernal realms there exists a form of nobility, but even stranger there exists a twisted form of 'piety', some known as 'Anti-Saints' are said to reach heights of blasphemy previously unheard of. With that in mind these automata, designed to be beautiful to infernal eyes serve another purpose, they drain the blood of victims that they hypnotise into stillness, and ferry it back to the anti-saints for whatever twisted and malign purposes that they might have. For it is whispered in some dark places that the blood and the soul are not as distant as many have thought... Instinct: To serve
- Drain and store blood for later use
- Chime beautiful tones to hypnotise prey
- Sense prey from blood (whether or not it is inside them still)