Cursed werewolf Solitary, Large, Intelligent, Terrifying Iron claws of the cursed beast (b[2d10+4] damage 2 piercing) 24 HP 1 armor Forceful Special Qualities: The wretched form of the curse
The cursed beast, as it is known among the local populace, was once a hunter, young and hurried to prove its worth. The transformation came about when he and his companions hunted a weid and quite extraordinary silver fox, a creature of great magic and beholden to the heart of the forest which laid a silent curse on the hunter that dealt the finishing blow. Instinct: To consume the betrayers
- Spur the wildlings into frenzy to enact its vengeance
- Terrified the mortals with its howls
The Sorcerer Solitary, Magical, Intelligent, Cautious Bone lance (d10 damage 1 piercing) 12 HP 7 armor Close, Far
The sorcerer is the last of the Eyvind Clan, a lonesome practicioner of necromancy and other dark arts seeking to suceed where its ancestors failed. Instinct: To awake and control the slave
- Control the will of lesser creatures
- Conjure deadly aparitions
The husks Horde, Organized Mishapen hands (d6 damage) 11 HP 0 armor Close
The husks are the unwilling servants of the Sorcerer. A simple spell of mass posession was enough to convert them to little more than ghouls ready to follow all its commands. Instinct: To destroy the enemies of the sorcerer
- Follow the will of the sorcerer
- Overwhelm a dangerous foe
The slave of Eyvind Hall Solitary, Huge, Magical, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous Void wave (d12+7 damage) 23 HP 6 armor Reach, Forceful, Ignores Armor, Far Special Qualities: An always changing form of smoke and darkness
The slave has been trapped in Eyvind for many centuries, trapped by the elven researchers that once owned the Halls. It is dormant, but the promise of great power and terrifying knowledge is almost palpable. Instinct: To be freed
- To wait in forced slumber
- Call forth a visage of the void
- Show the power of being devoted to the lords of the void
The Lurer of Eyvind Hall Solitary, Large, Stealthy, Intelligent, Cautious Jagged stone maw (d10 damage 1 piercing) 20 HP 4 armor Special Qualities: A knack for illusions
The lurer is a lonesome rocky creature, its skin is akin to the craggy exterior of rough underground tunnel, with many a jagged point and quite difficult to pierce through. Sadly, this isn't the only problem it may pose to adventurers, it's uncanny proficiency for illusions allow it to mesmer unwary victims close enough to be ambushed and quickly killed. Instinct: To eat greedy fools
- Lure the unwary with shiny baubles
- Camouflage using its rocky appearance
The Lurker of Eywind Hall Solitary, Large, Intelligent, Planar, Terrifying Rending claws (b[2d10+2] damage 2 piercing) 16 HP 1 armor Special Qualities: A tail of spikes, A thing born in the void
The Lurkers are the savage guard dogs of Eywind Hall and its castle, prepared to hunt and devour any one who dares trespass. It is known to devour those who get caught but its true sustenance and power lies within the powerful influence of void rifts. Instinct: To devour the trespassers
- Patrol the ruined halls
- Siphon power from the void
the God-Weaver Solitary, Huge, Stealthy, Divine, Intelligent, Planar, Terrifying Spear-legs (b[2d12+5] damage 1 piercing) 20 HP 3 armor Reach, Ignores Armor, Near Special Qualities: The face of death itself.
"On white-covered peaks hides, The lair of the god-giver. She hides not, never has, For she is not sought, Not by men of plow or book, Neither found By people less than grand. She gives a kiss of fire, That crowns the fool, And saves the lost. - From the poem "The god-weaver and the Knight." Instinct: To hold captive the gods.
- Manipulate its slaves
- Hide behind the veils of Illusion.
- Give glimpses of realms eternal.
Tidehunter Solitary, Huge, Divine, Terrifying Armored Snout (d10+7 damage) 26 HP 5 armor Reach, Forceful, Ignores Armor Special Qualities: A thing out of horrid dreams
This great creature with grey scales and thorny appearence may be calle a distant relative of the "Mermaids" but outside its weird appendages it shares nothing more. It's a lone hunter, armored and huge, capable of capsizing even Galleons. It reaches 15 meters long and up to 7 meters width in its crescent shaped head. Although tales have been told many times about its appearences the most widely spread is that of the whistling white lady, surrounded by frost, that calls him to sunk its enemies. From the truthful beastiary Vol. II. (1473, by Edward Collins & Mathias Fitzroy Jr.) Instinct: to follow the master's bidding
- Smash ships
- Take speed and charge.
Mermaid Horde, Large Saw-toothed mouth (b[2d6+2] damage 1 piercing) 7 HP 1 armor Special Qualities: Who said they were beautiful?
Out of the legends of sailors and travelers, none other than the "merdmaids" are more agravating for their sheer wrongness. This creature that many have called a thing of beauty, slender form and sweet voice are instead deft predators of the sea with a taste for the blood of any earthlander. They average almost two meters and a half long, with two long appendages ending in claws and a wide mouth that is able to fit a grow-up and it's full of saw-like rows of teeth. Their body is covered in small scales that go from blue to deep violet but not a single trace of human-like skin can be found. Some able witnesses have commented that they seem to be able to not only to produce a pleasant hum but to induce hallucinations in the unweary (Preposterous!). - From the truthful beastiary (1455, by Edward Collins & Mathias Fitzroy) Instinct: To consume the flesh of landwalkers
- Lure sailors with their humming.
- Induce hallucinations
- Replace the wounded
Umber Hulk Group, Large Mandibles and claws (d8+4 damage 2 piercing) 16 HP 3 armor Forceful, Reach Special Qualities: Rock eating-mandibles
Tall and bulky, the umber hulk is most often found and used as a slave at tunnel works thanks to their mandibles that can cut Their feeble minds are easily controlled by able sorcerers who as ofter make them build lairs for their experiments than as deadly guards Instinct: To feed
- Wreck through obstacles