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Saenoch the Barbed Demon Solitary, Large, Stealthy, Divine, Magical, Organized, Intelligent, Cautious, Planar, Terrifying Bladed Chain Whip (b[2d10+6] damage 2 piercing) 18 HP 6 armor Forceful, Reach, Near Special Qualities: Red, scaled wings, Red scaled wings, cracked crimson scaled body, dull wartorn plate armor, massive coiled horns, jagged sharp humanoid-like teeth, piercing golden eyes Saenoch is the monstrous demon behind the war in Danan. He has sought the child messiah of the angels for decades now, and with him in his grasp he refuses to let him go. He has the child held in a magical planar prison high above his throne room that can only be opened upon his death. Instinct: To keep his prisoner
- Slice enemies
- Tear weapons from his enemy's hands with his whip
- Teleport enemies through planar portals
- Summon Shadow Demons through planar portals
- Teleport himself through planar portals
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Shadow Demon Group, Small, Magical, Devious, Organized, Intelligent, Terrifying Claws, Teeth, & Wings (b[2d4] damage 2 piercing) 10 HP 3 armor Close, Near, Far Special Qualities: Black bat-like wings, Black leathery skin, long pointed wings, red-tipped claws, blood-red horns, razor-sharp teeth, glowing red eyes These blackened, winged monsters will attack anyone who threatens to stop their master who is often a greater demon or devil and holds power over them. They often fight dirty, swooping in from the shadows to slash an unaware enemy, and if they do fight face-to-face they will call out for help if they fear they are outmatched. Instinct: To protect their master
- Attack enemies from the air
- Hurl black and red swirls of energy
- Avoid attacks with speed and agility
- Screech to alert other demons to your presence
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Zombie Soldier Horde, Terrifying Sword/Spear/Axe (d4 damage 1 piercing) 7 HP 2 armor Close, Near Special Qualities: Mangled body, dangling guts, bloody The recently killed corpses of your fellow comrades have been brought back as the undead and will stop at nothing to kill you! Instinct: To end life
- Attack the living
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Thross, God of Greed Solitary, Huge, Magical, Divine, Devious, Intelligent, Cautious, Hoarder, Planar, Terrifying Crushing Tail Whip (d10+9 damage) 30 HP 7 armor Reach, Forceful, Ignores Armor Special Qualities: Appears as a giant serpent, deep black eyes, long white fangs Greed has a name and it is Thross, a ~200' serpent adorned in shimmering jewelry with a massive rubied crown upon his head. Unlike the other deities, Thross has no followers as he fears they will desire his belongings. He travels from plane to plane taking anything he wants and ultimately leaving these worlds with nothing of value. His curse is that he desires only what others desire, therefor when anyone has attempted to keep something from him it drives him mad with envy and he will stop at nothing to take it or keep it. Instinct: To pillage
- Crush enemies with its immense size
- Force foes into offering all of their belongings
- Prevent basic damage with thick hide and magical protection
- Know what others desire
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Kolyarut Inevitable Solitary, Divine, Magical, Intelligent, Cautious, Construct, Amorphous Blessed Adamantine Bastard Sword (b[2d12+6] damage) 25 HP 5 armor Close, Forceful, Ignores Armor Special Qualities: Can easily disguise itself, Constructed by ancient beings to uphold oaths Kolyarut Inevitables are ancient creatures constructed by long-forgotten beings to act as reality-wide vengeance for nefarious oath-breakers. They are courteous and talkative, often very gracious, knowledgeable, and even helpful to those in need, but will abandon them without hesitation if it helps them complete their quest. There are few Kolyarut left, so their contract-breaking targets are limited to extremely dangerous known offenders. In their normal form, they appear to be a magical mechanical statue with a long, flowing golden cloak and a massive, bastard sword with a 2' wide blade. The Kolyarut possess the ability to disguise themselves as cloaked warriors with heavy plate armor, so the clanging and clinking heard as their bodies move is believed to be the sounds of their armor and weapon. These Inevitables also have the power to render themselves completely invisible so they may observe their target or any possible allies. Instinct: To uphold all bargains, deals, and contracts
- Crush enemies with impossibly heavy attacks
- Can turn completely invisible and discern motives
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Thanadaemon Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Cautious, Planar, Terrifying, Amorphous Barbed Onyx Scythe (d10+4 damage) 25 HP 8 armor Close, Reach Special Qualities: Kill an Astradaemon to heal for 1d8 HP, Body is draped in a black, ragged, shadowy robe; long, spiny, skeletal claws; jagged monstrous skull, long devil horns, and glowing yellow eyes Thanadaemons are the embodiment of the end of life. They represent death by old age, and they act as a cruel joke to the living. Thanadaemons use Astradaemons as hunting hounds, and if hurt can kill one to absorb the souls it has devoured. These demons are known manipulators. They offer weak or underpowered foes deals in exchange for help, protection, or anything else they might desires, as Thanadaemons have the unique ability to use their deathly knowledge to see an enemy's gravest fears. These evil creatures have learned to harness the very power of fear itself to summon the deepest fears in an enemy and send the bravest warriors running. While there are an unknown numbers of Thanadaemons hidden amongst the planes of reality, they all share a single hivemind. If destroyed, their other entities live on, but any Astradaemons under their control will be without a master and panic and ravage all they encounter. Instinct: Make and break deals
- Use his minions as leverage
- Offers deals to those he finds value in
- Cast a fear spell to terrorize foes
- Difficult to kill as it is the embodiment of death itself
- Hails from the planes of death and darkness and can easily identify an enemy's fear
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Astradaemon Group, Small, Magical, Organized, Terrifying, Amorphous Claws (d6 damage 1 piercing) 9 HP 2 armor Close, Near Special Qualities: Black and red translucent skin; blackness of space and stars can be seen within its body Astradaemons arrived through tears in the fabric of the planes and live for the taste of souls. These demons will hunt down the living like animals and attempt to latch on to them and siphon their very essence. Instinct: To devour souls
- Latch on to enemies with claws and tentacles
- Absorbs health and strength
- When overwhelmed, can cry out for its master
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Dark Jathwa Group, Stealthy, Magical, Intelligent, Terrifying Inflict Moderate Wounds Spell (b[2d8] damage 1 piercing) 6 HP 0 armor Close, Ignores Armor, Near Special Qualities: Wrapped in filthy, damp rags; face is completely covered by black rags Dark Jathwa have turned from the light, healing magic of their people and instead with only to kill. They follow their prey from the shadows and strike when they are unprepared. Instinct: To murder
- Cast touch spells
- Dark Jathwa are stealthy and choose to sneak up on enemies instead of confronting them directly
- Cast Bleed and Darkness spells
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Crysmal Solitary, Small, Magical, Cautious, Hoarder Diamond-sharp Claws (d10+2 damage 2 piercing) 20 HP 7 armor Close, Ignores Armor Crysmals are bunches of gems and crystals brought to life by the magic of the outer planes. Once alive, they seek nothing more than to reproduce by collecting more gems and crystals. Crysmals can reassemble themselves into any shape depending on the amount of materials they have to work with. If a Crysmal devours anything stone-, rock-, or gem-like it can heal itself rapidly. Instinct: To reproduce
- Attack those who have gems
- Can heal itself (1d4) by eating gems or stones
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Bodak Group, Divine, Magical, Devious, Intelligent, Terrifying Claws (d4 damage) 16 HP 0 armor Close Special Qualities: Dried, stretched grey skin; sunken eye sockets that emit black smoke Bodaks were once living beings who were cursed with undeath. They retain pieces of who they once were, their spoken language, but are so engulfed with hatred for the living that they desire to turn all they encounter into a Bodak. Instinct: To seek vengeance on the living
- Lurch out of the shadows
- Gaze into the eyes of the living
- Ignores physical wounds