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Elder Order Shade Horde, Devious, Organized Honed crystalline claws (b[2d4+1] damage 1 piercing) 11 HP 2 armor Close, Forceful Those poor souls who, willingly or not, were left in the chamber with Al-Sherbhal when the seal was placed upon the inner sanctum of the temple. Some were likely already corrupted then; others were almost surely there knowing that their eternal sacrifice would save the world from the law-madness of the "Lord of Chaos." So thoroughly law-choked, they must crack their own crystals to move, making an eerily pretty sound were it not for the menace in their unmoving, faceted eyes. Beware their claws--Al-Sherbhal's "law" knows no mercy and no forgiveness for the "sin" of mortal choice, of freedom, of joy outside the strictures of the Divine Plan. Instinct: Destroy disobedience
- Serve its master, the
- The compulsion of law's touch is strong
- An injured shade may call on others to join
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Al-Sherbhal, the Lord of Chaos Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Terrifying, Amorphous A fiery swift sword (b[2d10+6] damage 3 piercing) 29 HP 5 armor Forceful, Ignores Armor Special Qualities: Its gaze can strike fear. Once, Al-Sherbhal was known as a dedicated Servant, who knew the value of mercy in tempering the sharp edge of justice. Once, Heart-Keeper knew that the destruction of what should not be, of evil, was a lesser thing than the conversion of that evil into good. Once, this was a shining beacon of the good that order can bring. Once. Now, Al-Sherbhal is a wounded, broken thing, a danger to all mortal life. Weak from centuries of imprisonment and enraged at the "betrayal" of mortal-kind, the "Lord of Chaos" has vowed to cleanse the world of all disobedience and disorder, no matter the cost. Woe betide us, should the Lord of Chaos rule. Instinct: To pass judgment
- Bind with laws and rules
- The silver tongue of a fallen angel is mighty indeed
- Hieromancy: the magic of rules
- Its touch infects others with the order-crystals
- It was a Servant, and still holds a bit of the power of Creation.
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Neh-thalggu Solitary, Large, Magical, Intelligent, Planar, Terrifying Bite (d10 damage) 16 HP 1 armor Special Qualities: Doesn't need air Known throughout the multiverse as brain collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities. Neh-thalggu are born in the nightmarish Far Realm, but they spread across the Astral Plane and find their way onto the various worlds of the Material Plane, where brains are much more abundant. A neh-thalggu has a bulbous body and six legs resembling those of a crustacean. Four bulging eyes and a tooth-filled maw dominate its hideous visage. Behind and above these features, one or more lumps protrude from its body, each one containing a brain the neh-thalggu has consumed. After a neh-thalggu kills a victim, it uses its pincers to cut open the victim's head and remove the brain. It then swallows the brain whole. The collected brain is stored inside one of several pockets in the neh-thalggu's head. Once it has collected twelve brains in this fashion, it is overcome by an urge to return to the Far Realm and begins devoting all its energy to finding a way home. In an encounter with a neh-thalggu, roll a d12 to determine how many brains it has already collected. Instinct: Collect brains
- Psychically incapacitate an enemy
- Remove brain
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Psurlon Ringer Group, Stealthy, Intelligent, Planar Daggers (d8 damage) 6 HP 0 armor Close A psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it wants to imitate. It then enters a psionic trance for 8 hours, at the end of which it takes on the appearance of the creature it ate. The psurlon gains that creature's memories and languages, but none of its class features or other abilities. The transformation is permanent and can be undone only by a wish spell. Despite appearances, the psurlon ringer is still an Aberration, and other psurlons recognize it for what it is. Instinct: Lure creatures to its pack
- Lure adventurers
- Attack telepathically
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Psurlon Group, Stealthy, Intelligent, Planar Bite (d8 damage) 6 HP 1 armor Close Psurlons are malevolent, wormlike creatures that live on the Astral Plane. A fully grown specimen is 7 feet long. They have legs that end in hooves and arms that end in hands with three long fingers. A psurlon's eyeless head resembles that of an earthworm, capped by a maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons. Psurlons live for thousands of years because they spend most of their time in the Deep Astral. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don't mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their intended victims. On the Material Plane, psurlons have been known to work with mind flayers. Together, they collect victims to feed on; the illithids devour the victims' brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Deep Astral wherever they are found. When a psurlon dies, other psurlons store the corpse in a safe place. As the corpse decays, the psurlons lay one or more eggs inside it. These eggs hatch 24 hours later, each one producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon. Instinct: Devour flesh
- Hide in shadows
- Attack telepathically
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Dryad Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder Whipping vines (d8 damage 2 piercing) 12 HP 4 armor Close, Reach, Near Special Qualities: Merge into the mushroom The dryad sits at the center of the Grove. Her magic springs from the Grove, and the Grove is sustained by her magic. They are one. Betrayed by her sister Zosia and bound to the Grove, she who was once Mabel Blackheart seeks revenge and to spread her influence across the Shifting Marsh! Instinct: To expand the grove
- Sprout new growth
- Emerge from a mushroom in a new location
- Entice a mortal to her aid
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Gruftschatten Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Schattenklinge (d10 damage) 16 HP 1 armor Close, Ignores Armor Eine vage an einen Menschen erinnernde Kreatur aus Schatten. Sie haust häufig in verwinkelten Gewölben mit Säulen, die Schatten für sie werfen. Jeder Gruftschatten kann die Schatten seiner Opfer an sich binden und zu neuen Dienern verwandeln Instinct: Schatten stehlen
- Hülle einen Raum in flackernde Schatten
- Hübsche von Schatten zu Schatten
- Schatten kontrollieren
- Lähme durch Angriffe auf den Schatten
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Adult Wretch Dragon Solitary, Large, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying Bites and claws (d12+4 damage 3 piercing) 20 HP 2 armor Forceful, Reach, Near Special Qualities: Wings, Explosive necrotic sores Dragons are immutable fact, that cannot be denied. The planar spheres too, these exist and strange and weird horrors and otherworldly things dwell there. But few consider the same applies to dragons. Do not strange otherworldly vistas scarcely comprehensible by mortal minds not also have their own dragons? Why wouldn't they, if dragons are so powerful then the heavens and hells and... other places would have them too. Wretch Dragons come from the land of faerie, but not all the faeries are beautiful and enticing, some such as hags and other such wretched things seethed in hatred and malice and ugliness. Wretch Dragons too, engineered with all the finest curses and diseases that a fey mind can imagine, these creatures curse and befoul all that they touch. Luckily they tend to stick to their own realms which are already sick and horrific. Thank the gods. Instinct: To defile
- Warp space and souls with a roar of psychic power
- Curse your foes with every breath
- Wield curses with disquieting power
- Curse those that slay you to become you
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Man-Trap Horde, Stealthy Thorny Bite (d6+2 damage 1 piercing) 3 HP 0 armor Close, Near Special Qualities: Pollen cloud Growing together in large groups, the man-trap is a large bushy plant that has a single flower growing in its center. If its thorns taste the blood of a passing creature, the flower opens up and attempts to swallow its prey! The plant's grasping vines and ability to release a thick cloud of pollen make it more formidable than it may initially appear. Instinct: to consume blood
- Swallow a creature in one huge bite
- Use vines to trip or ensnare prey
- Release a thick cloud of pollen
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Giant Mantis Solitary, Large, Terrifying Grasping Forearms (d10+4 damage) 16 HP 3 armor Forceful, Reach, Near Special Qualities: Wings, Terrifying The giant mantis is a transmutation of its smaller cousins. Stalking the Forest of Regret, the mantis wants to devour anything it can grab in its grasping forearms! Instinct: to devour
- Restrain prey with its forearms, ready to devour!
- Bite into restrained prey
- Fly behind you