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Escaped Craven Spirit Horde, Intelligent, Planar, Terrifying, Amorphous Soul-chilling Touch (d6 damage) 10 HP 1 armor Close, Ignores Armor Special Qualities: Incorporeal Form, Faces of Horror The gates of Death are said to be impervious. Most of the time this is the case, but sometimes cracks or rents form, sometimes slowly over the years and so subtly that it takes a while before Death even notices. Sometimes a great rift is made in some act of hubris or accident. Whatever way, many souls of the dead resent being beyond the gates and even after aeons will still claw their way out if given the opportunity, ready to try (and fail) to return to the land of the living. But during that time that they are free for they can wreak all sorts of havoc, for they seek flesh to become more 'alive' but instead create shambling horrors, other times they lash out of the living, jealous of what they have - or seek to finish business that they could not while alive. Most of the time however they are so alienated from their time beyond the gates that all they feel is numbness once they arrive - memories provide the only warmth they can feel and they have none... for the moment. Instinct: To Return to Life
- Possess a corpse and 'resume' life
- Steal a memory from the living.
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Gnoll Claw Fighter Group, Organized, Intelligent Claws (d8+2 damage 1 piercing) 6 HP 1 armor Hand Special Qualities: Scent Gnolls are known for many things. Savagery and violence are both very well known. Many gnolls take up arms in various capacities to further their dark agenda. Some care not for spears and swords, and wish to lick their prey's blood off of their terrible claws, sharpened through dark arts and foul desires and malignant will. The hunt is even sweeter when it is so... intimate. Instinct: To feed
- Causing profusely bleeding wounds
- Bring forth the host through hideous laughter
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Moonblind Gardener Solitary, Stealthy, Magical, Intelligent Silvery Arm-scythes (d10+2 damage 1 piercing) 12 HP 1 armor Close Special Qualities: Unearthly grace With unity of spirit comes a society of sorts. Some of those who become enraptured by such things are assigned roles. The gardens of the silvery moonblossoms need tending, lest they become unruly and prone to disorder. Not to mention the flowers can be used for some peculiar purposes if appropriately prepared. Defending the gardens also falls within their remit, after all with such peculiar uses many covet them, and may lose something for this desire... Instinct: To tend to the gardens
- Manipulate plant-life
- Reveal an illusory deception
- Wield lunar magic
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Colossal Demonic Spider Solitary, Huge, Stealthy, Planar, Terrifying Venomous mandibles or whipped razorwebs (d10+3 damage 1 piercing) 20 HP 1 armor Reach, Near Special Qualities: Agonizing hairs They say they have a patron, you know? Some grim mistress who lives in great and terrible webs in some dark place, nurturing these things and then letting them slip into the world through the cracks in the walls, to hunt and prey upon any who dare fall into their midst. But they say they are just stories... but the things you hear from the dwarves sometimes... Instinct: To serve its master
- Spin webs of razorwire
- Appear from above or below
- Inject paralysing venom
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Gargantuan Demonic Scorpion Solitary, Huge, Planar, Terrifying Pincers and stinger (d10+5 damage 3 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Corrupting ichor Scorpions can get pretty big in the mortal world? That's nothing compared to the predators and 'animals' that take form in the lower depths. They say a harsher environment makes harsher creatures... I can't think of anything harsher than the lower planes... Instinct: To serve its master
- Sting with hallucinogenic venom
- Hunt mortal prey unerringly
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Wielder of the Fang of Night Solitary, Magical, Intelligent, Cautious The Fang of Night (b[2d10+4] damage 4 piercing) 20 HP 6 armor Close, Forceful, Messy Special Qualities: Deathless Sometimes you wield a sword. Sometimes it's the other way around. Pity those who try to use a power much greater than themselves, for they swiftly end up hollowed up and a vessel for other powers. Powers that thirst for blood and conflict, seeking to gnaw away at the world. The only greater goal being to acquire bigger and bigger hosts, until a suitable vessel that can truly wield its magnificence is found, then... Instinct: To Sate the Fang
- Feed the Fang, heal their wounds
- Unleash the true power of the Fang
- Become a Fang-bound shade instead of dying
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Lunar Warden Group, Magical, Organized, Intelligent, Planar, Construct Quarterstaff (d8 damage) 10 HP 1 armor Close, Reach, Near Special Qualities: Hard Light Construct The Lunar University may be fractured and warring, but its guardians will remain, as long as its stones stand (wherever it might be) they exist, forged of moonlight and granted the depiction of tall, cloaked figures. Instinct: To protect the University
- Pursue intruders unerringly
- Bind and repel interlopers
- Ring bells to summon more wardens
- Dramatically manipulate the substance of the University
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Weeping Red Prince Group, Large, Intelligent, Hoarder, Planar Golden weapons and implements (d10+2 damage) 14 HP 1 armor Close, Reach, Forceful Guardians of The Vault, these hulking figures weep blood from beneath their shrouded faces. It is said they enforce The Vault's laws, preventing any from leaving with ill-gotten gains, or at least not without some form of.... exchange. Those that resist are pulverised by their hulking fists, their rag-clad bodies heaving golden implements that crush all that they assault. Legends tell of them pursuing thieves of The Vault for the rest of their lives, never stopping until they claim back what was stolen. Instinct: To guard
- Sense wealth unerringly
- Pursue thieves through time and space
- Judge the value of an exchange
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Felnach Infiltrator Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar Poisoned blades and knives (d10 damage 1 piercing) 12 HP 1 armor Close, Near Some theorise the felnach weren't always demons, but that they made dark pacts while they were mortals and when their fell master came calling they could not resist, and were dragged into the lower planes. Seen as 'demonic cat-people' by the less educated, yet there is some truth in the matter, but nonetheless they are truly demons now, albeit lesser ones, pushed around easily by the hierarchy. The infiltrators are more of a concern, used sparingly, they learned dark secrets from their patron granting them strange powers that let them slip in and out of places with ease, all for the purpose of stealing artefacts and secrets both. Some demonologists summon them into the world for that purpose, but there is usually a catch - usually they are only allowed to attend the summons if they are capable of accomplishing some other, darker deed while they are in the natural world. Remember that all things have a cost, especially when it comes to demons. Instinct: To steal and kill
- Vanish and reappear elsewhere
- Escape in a burst of acrid smoke
- Utilise demonic shadow arts
- Sense sources of greed and envy unerringly
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Hulking Ragebeast Solitary, Huge, Magical, Intelligent, Planar, Terrifying Unstoppable force (b[2d12+7] damage 3 piercing) 28 HP 6 armor Reach, Forceful, Messy, Ignores Armor Special Qualities: Smouldering rage, Gaze of terror A smoky hulk that lives on rage, and towers over all things. A demon that is a manifestation of wrath. Its power cannot be stopped by conventional means, for common battle only makes it stronger. Luckily they are only found in the depths of hell... right? Instinct: To kill, crush, and destroy
- Destroy anything that gets in its way
- Infect with rage