Kaorti Guardthrall Praetorian Group, Magical, Organized, Intelligent, Cautious, Terrifying Far-warped weaponry (b[2d8+2] damage) 6 HP 6 armor Close, Reach Special Qualities: Changeable form, Horrifying true form
When the Kaorti see it necessary to guard themselves more directly than merely secure prisoners for their own means, they are known to more carefully pick their thralls, drilling and shaping them using more advanced magics in order to make a more suitable fighting force. They then outfit them with mystically-enhanced weapons - since these guards are usually sequestered in the Kaortis cysts, they take advantage of the peculiar energies and geometries held therein to cut corners and grant them weapons that only function inside the cyst, but when used there they can be very effective - stunning or withering their foes to great effect. If the Kaorti were more interested in more straightforward tactics, these thralls show what they could be capable of, thankfully they hide in the shadows and plot in the depths, for now. Instinct: To protect
- Mystically subdue an opponent
- Mutate to gain a supernatural ability
- Ring a bell to summon reinforcements
Cursed Colossus Solitary, Huge, Magical, Construct Stone limbs (d10+5 damage) 28 HP 4 armor Reach, Forceful, Messy Special Qualities: Cursed miasma, Stone body
Animate stone titans can be grandiose to behold that much is true. But how they are made can differ. Suppose that a stone statue exists of perhaps a hero or a villain, and for one reason or another it becomes cursed, it weeps blood or is heard to scream to itself in the night and suchlike. People would tend to throw such a statue away rather than deal with it or even cleanse it - unless it is of such paramount importance and even then they are more than likely to just commission another. But what becomes of such cursed detritus? If the curse is amplified or multiplied, twisted and woven around the statue like a mesh, and its power driven and focused to grant it animation, a great and terrible thing can be created indeed. Especially if whoever does this not only grants it power but enhances it in other ways, granting it greater size and etching runes of power upon it. Cults live in curses, and these colossi make prime candidates for guarding their lairs, and squashing any unfortunates who would stumble into such places. Instinct: To obey/corrupt
- Vomit forth cursed blood
- Activate the runes upon its surface through touch
- Crumble and shatter its surroundings
Skeleton Crows Group, Tiny Boney beak (d6-2 damage 1 piercing) 10 HP 0 armor Hand
A flock of undead crows, they fly with magic as their fleshy wings have long since rotted away. They attack anyone who strays to close to the nest they protected in life. Instinct: Protect its nest
- Swoop and claw
- Make a noise
- Distract with boney wings
Kaorti Cystlord Solitary, Magical, Organized, Intelligent, Hoarder, Planar, Terrifying Eldritch power (b[2d12+2] damage) 12 HP 4 armor Close, Ignores Armor, Near, Far Special Qualities: Sickening presence
The insidious Kaorti are a cancerous growth upon the world, for they seek to taint it with their presence and their resin, corrupting life into eldritch mockeries. When a cyst (that is the rather flattering name scholars refer to their lairs as) grows large enough, inevitably the Kaorti and their servants require more and more focused direction Instinct: To corrupt and rule
- Secrete and mould unearthly resin
- Wield frighteningly powerful alien magic
- Beckon forth unnatural horrors from beyond with ease
- Corrupt into another Kaorti, or a Thrall over a matter of hours
Blood Fiend Solitary, Devious, Intelligent, Planar, Terrifying Scythe-claws (b[2d10+4] damage 2 piercing) 16 HP 3 armor Close, Forceful Special Qualities: Raw, flayed flesh that looks and smells repulsive.
A blood fiend is to demons what a vampire is to humans; even to other fiends they are terrifying, twisted abominations. They hunt other demons for their blood, tearing open even resilient demon-hide with vicious claws to get at the fresh, burning-hot blood within. They stink of days-old blood and their skin is red, raw and flayed. You'll want a strong stomach as well as a strong heart if you have to fight one. Beware, even if you shed much of its blood rather than the reverse, you're not out of the woods yet--a puddle of its blood can trip you up, or even strike you. Unless you have good reason, best to run, or try some kind of magic to stop them. Instinct: To drink deep the living wine.
- Slices flesh to feast on blood.
- Blood it takes grants it strength.
- Blood it sheds remains dangerous.
Skum Horde, Intelligent Trident (b[2d6] damage) 7 HP 2 armor Close Special Qualities: Amphibious, Darkvision
Skum are the remains of an artificially created, amphibious warrior caste, now long abandoned by the creators. Kept all male as a way to keep their numbers in check, skum rely upon human females to propagate their species. Their society and race as a whole tethers on the brink of collapse, to the point that skum have forgotten their original name and adopted the hateful terminology of their enemies. Instinct: To preserve their race
- Train fish
The Void King Solitary, Huge, Magical, Organized, Intelligent, Planar, Terrifying Laser Beams, near, far (b[2d12+3] damage) 24 HP 3 armor Reach, Far Special Qualities: Flying, Mind-boggling, Other-Worldly
Instinct: make monsters to fight for it
- Create monsters take over the world
- Spells: Deleting, Exploding, Reflect
- Create Monsters