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Stone Doom Demon Solitary, Large, Stealthy, Intelligent, Hoarder, Planar, Amorphous Razor-tipped spines (b[2d10+2] damage 2 piercing) 27 HP 4 armor Reach, Near, Far Special Qualities: Hide of Stone Few even know a Stone Doom Demon when they see it, and most cannot see them at all! Born of infernal stone, they are creatures of pure malice and hatred. Forged from agony the seek to inflict their torment upon all of existence, but it is whispered in the darkest reaches that they were made for a purpose, by some demon lord with ambitions of breaching the vault of heaven. Whether they are capable of such a grand and profane feat has yet to be determined, thankfully. Still, it is said their spines (whether or not they have launched them from their 'stony' hides) inject a most baleful poison, one so potent that it can eat away at anything, poisoning things on a conceptual level. A door crumbled to rotten ashes rapidly as the wood and metal themselves become poisoned. Pray not to feel the taste of its spines yourselves of course... Instinct: To kill
- Inflict a poison that can destroy even concepts
- Blend in with earthen or stony environs
- Reshape the earth and stone around it
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The Abyssal Terror Solitary, Huge, Planar, Terrifying Claws (b[2d12+3] damage 2 piercing) 24 HP 2 armor Reach Special Qualities: Wings of Nightmares, Senses fear A fell creature from the hells. This winged nightmare lives beyond anyone's comprehension, and seeks to protect what is its beyond any notion of civility or sense. It senses fear and strikes those that are weakest first, being a creature born of spite and cruelty. Luckily they are very rare and are unable to venture forth from the infernal planes easily. But some might seek to summon these into our world... Instinct: To defend its territory
- To grab creatures and impale them on spikes
- Bursts into infernal flames when at speed
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Ol' Murdershins Solitary, Divine, Magical, Intelligent, Cautious, Hoarder, Terrifying, Planar The Tainted Spear (b[2d10+6] damage 4 piercing) 22 HP 6 armor Close, Forceful, Reach, Ignores Armor, Near, Messy Special Qualities: Lost mind, Slick with blood and covered with infernal spikes Sometimes heroes achieve great things. But the greatest heights are merely a greater distance to fall in the end, whether corrupt, or possessed, or mad. It matters not. What matters now is that they are here and the heads of those that they once defended now lay at their feet. You're next. Instinct: To decapitate
- Remove something physical from a victim, including their head
- Enact profane miracles from his goddess
- Tap into his infernal heritage
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Greater Krallaq Solitary, Huge, Magical, Planar, Terrifying Horns/Teeth/Claws/Tail (d10+7 damage 3 piercing) 24 HP 4 armor Reach, Forceful, Messy Special Qualities: Thrives on suffering, Aura of Despair Greater Krallaq is a predator from places best left unknown. Honed by the horrific forces that marshal in the infernal realms that it frequents, its desires are violent and awful. It seeks to inflict suffering, impaling wayward souls upon its spikes and using their pained visages to armour it both physically and psychologically. Worst still of course are those that ride it... Instinct: To torment
- Clamp down on victims with a vicelike grip
- Use tail to render creatures unconscious
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Azkarix of Many Agonies Solitary, Large, Magical, Stealthy, Organized, Intelligent, Hoarder, Planar, Terrifying Manifested agony (b[2d12+4] damage 4 piercing) 24 HP 6 armor Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Soul-sight, Aura of pain The greatest beings of the infernal realms tend to be known as Archdevils or Demon Princes or similar, and Azkarix of Many Agonies is no different. Spoken of in hushed tones, he is a master of torment - perhaps even *the* master of torment, and has acquired many powerful secrets in his time that alone would make him a terrifying foe. But no, he commands agony with but a thought and can drive people made from suffering and torment. Luckily, it is said that he spends most of his time in his citadel, pouring over his accumulated knowledge, making plans, and supping upon the various agonies that he has acquired over the aeons, but if there's anyone who knows how to break into the mortal realms, then it would be him. Instinct: To torment and rule
- Inflict agony with but a thought
- Manipulate the senses and create false agonies
- Wield arcane secrets of frightening power
- Beckon forth numerous servants from the planar spheres
- Drink agony for nourishment and power
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Hellknight Group, Magical, Organized, Intelligent, Cautious, Planar, Terrifying Infernal lances, and other foul weapons (b[2d10+4] damage 4 piercing) 10 HP 6 armor Close, Forceful, Reach, Near, Messy Special Qualities: Aura of Infernal Terror Even creatures from the fell pits have nobility, it turns out. Incredibly ornate and complex, not to mention difficult to decipher but important nonetheless. As on earth as in hell. Their hellish planes themselves follow their commands, and they possess a mockery of chivalry, backed with hellfire. A chilling profanity of a noble knight. However they possess an honour, of sorts. Instinct: To conquer and subjugate
- Shatter bone, rank, and mind in a furious charge
- Challenge someone to unbreakable duel-oath, enforced sorcerously
- Beckon forth infernal infantry with but a profane gesture
- Command the fabric of the infernal planes themselves
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Ogre Mercenary Solitary, Tiny, Intelligent, Hoarder A huge flail (b[2d10+2] damage 1 piercing) 12 HP 2 armor Hand, Forceful Sometimes ogres are smart enough to fight for money and glory. Even wield fancier weapons, and wear armour of sorts. Pretty dangerous if you ask me. Instinct: To destroy
- Cause chaos
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Ogre Hunter Group, Large, Intelligent Javelin or Club (d8+5 damage 1 piercing) 10 HP 1 armor Close, Reach, Near, Messy, Forceful It turns out that sometimes ogres learn to hunt more 'subtly', better to deal with creatures more likely to flee at speed. Of course their hunting involving huge stone-tipped javelins. The corpses aren't pretty, but since when did ogres care. Instinct: To hunt
- Pin a victim down with a heavy javelin throw
- Fly into a rage
- Chase down a freshly javelinned target with frightening speed
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Aerial Servant Group, Stealthy, Intelligent, Planar Throttling grasp (d8+2 damage 2 piercing) 10 HP 1 armor Close Special Qualities: Made of wind A rash of mysterious stranglings had left the city watch perplexed, no sign of any attacker and seemingly occurring in places with no reasonable exit or entrance. It was only after they had called in supernatural assistance in the form of a travelling wizard did they get to the bottom of it. Aerial Stalkers they're called, hailing from a windier realm than our own. Confronting the creature directly would have been near impossible - but it turns out it was summoned by another wizard in order to murder rivals and opponents - who was easier to take out than the monster, but many people lost their lives regardless. A creature made of the wind itself is surprisingly hard to hurt, but when it can strangle you while invisible it is suddenly an even greater threat. The wizard helping us mentioned that they are hunters from whatever damned place they come from, but I can't imagine what that thing would hunt... Instinct: To hunt
- Grab and strangle a poor victim
- Turn invisible, and remain so
- Unleash blasts of deadly wind
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Moon Rock Golem Group, Large, Divine, Planar, Construct Moon rock fists (d8+4 damage) 20 HP 3 armor Forceful, Close, Reach Special Qualities: Silent as the moon, Aura of moon dust Golemists are quite a resourceful lot, when they fall under the thrall of a moon cult they can work wonders with the strange and peculiar materials that they might acquire. For instance, moon rock is not just simply rocks from the moon, oh no, it divinely empowered, after all the moon - much like the sun - is of divine origin, and its rocks are much the same. Still, might be hard to fight back when you're simultaneously choking and blinded by a haze of moon dust and also can't hear your opponents. Instinct: To serve
- Follow orders implacably
- Manipulate gravity upon itself, others, or the environment