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Seraph Solitary, Magical, Devious, Intelligent, Cautious, Planar, Amorphous Spear (w[2d10] damage 2 piercing) 23 HP 6 armor Close, Reach The Seraphs are from the Light Plane. They prefer to mind their own business and not interfere within the other planes. They are generally a peaceful breed, but can be drawn into conflict when they sense they are in danger or see an opportunity to grow stronger. A Seraph is mostly incorporeal while in the light, but they devour shadow to grow stronger. They are not dangerous because of their battle prowess, but because they are near impossible to kill. Unless they are in the darkness they can not be hurt. Instinct: To seek out darkness
- Devour the shadows for strength
- Can not be caught off guard while in the light
- Incorporeal form while in the light
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Lenox Bandit Bearman Horde, Organized, Intelligent, Hoarder, Terrifying Bear Claws/Jagged Dagger (b[2d6+4] damage) 7 HP 1 armor Close, Forceful Special Qualities: Bear-like form allows them to viciously harm without weapons, Half-man half-bear form, ratty red and brown leather armor The once human Lenox Bandits were chased from the city of Ozryn by city guards many months ago. Seeking aid in growing strong, the bandits looked to an alchemist who offered to sell them a potion giving them bear-like strength and endurance. Unbeknownst to the bandit clan, this concoction was designed to mutate the drinker into a monstrous bear-human hybrid. After the initial shock, the Lenox Bandits used this new form to their advantage causing them to be feared for their appearance and power. Instinct: To grow in numbers
- Ravage foes with an animal aggression
- Roar out for aid
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Cave Ogre Group, Large, Organized, Cautious, Hoarder, Terrifying Heavy Tree Branch (d8+2 damage) 14 HP 2 armor Forceful, Ignores Armor, Near Special Qualities: Appearing as a horribly disfigured half-giant/half-human, ogres are massive lumbering creatures with uneven black eyes, gnarled teeth, squatty legs, and thick, muscular arms. Ogres have a significant desire for all things magic. Believed to be the unholy hybrid of an ancient humans and giants, they can sense magic and covet its very presence. When travelers carrying magical loot wander too close to an ogre's territory, they sniff them out like a hound and steal whatever it is they carry. Those familiar with magic believe that ogres, despite their poor biology, owe their long lives to being in the presence it. Merely being near an arcane presence extends their lives tenfold. Instinct: To hoarde magical items
- Attack anyone who wades too close to their territory
- Roars out to its kin when outnumbered
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Shadow Hunter Group, Stealthy, Devious, Intelligent, Cautious, Planar, Terrifying, Amorphous Claws and Fangs (d4 damage 2 piercing) 13 HP 4 armor Close Special Qualities: Cannot only be hurt while in a solid form, Takes the form of black, shadowy wolves, monsters, humans, etc. Instinct: To hunt down thinning planes
- Take various shapes wreathed in shadow
- Vanish into the shadows
- Can take shadowy form rendering it impossible to damage
- Take commands telepathically from their master
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Phyr'yan the Shadow Emperor Solitary, Magical, Divine, Intelligent, Planar, Terrifying Shadow Slash (b[2d10+4] damage 1 piercing) 18 HP 4 armor Close, Ignores Armor, Near Special Qualities: His lower half is ethereal allowing him to fly, Shriveled skeletal body, face wrapped in teeth, long spindly arms ending with glowing claws, and a reddish extraplanar mist wrapped around its body. Instinct: To dominate
- Steal opponent's greatest power temporarily causing them to lose it while he possesses it
- Sees through thinning planes giving it knowledge about anyone or anything it encounters
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Earth God Solitary, Huge, Stealthy, Divine, Intelligent, Cautious, Terrifying, Amorphous Crushing Stone (b[2d12+9] damage) 33 HP 7 armor Reach, Forceful, Ignores Armor, Near Special Qualities: The earth and rock around you begins to move and form into a monstrous creature of immense size and strength. The thinning planes have allowed ancient magic to seep into the material world. Because of this, nature itself is awakening and attempting to retake its place as the rulers of the earth. The earth god lies in wait on the "Broken Bridge" between North and South Vestuul. It's disdain for humanity is fierce and it will destroy any who attempt to pass without permission. Instinct: To defend the earth
- Lay in wait until intruders approach
- Appears as normal rocks and dirty when not engaged
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Throthgar the Pirate Group, Intelligent, Hoarder Ruby Cutlass (b[2d8] damage 1 piercing) 6 HP 3 armor Close Throthgar loves treasure and hates betrayal. As long as you're helping him get rich, you're his best friend. The second that ends, so do you. Instinct: To plunder riches
- Disembowel an enemy
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Water Elemental Solitary, Huge, Magical, Divine, Devious, Intelligent, Planar, Amorphous Forceful Wave (d10+5 damage) 27 HP 7 armor Reach, Ignores Armor, Near Special Qualities: Liquid form, physical attacks have no effect The Water Element is the warden of the Krag Island Cluster. Because of the ancient curse cast on the island, anyone who inhabits it is sentenced to die there. The Water Element destroys all ships that venture too close and will not allow anyone to leave once abandoned there. Using its own mass, it can summon creatures made of mud from the land itself to subdue enemies. Instinct: To keep visitors on the island
- Ward the Krag Island Cluster
- Summon mud monsters the land
- Immune to physical damage
- Ancient being of divine duty
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Dragonbred Gorilla Group, Organized, Terrifying Heavy Clawed Hands (b[2d8+4] damage 1 piercing) 10 HP 1 armor Close, Forceful, Near Special Qualities: The size of a gorilla with the trappings of a dragon Mysteriously bred with ancient drakes, the Dragonbred Gorilla is a fiercely territorial animal. While clearly a gorilla, it is slightly larger in size, has scaled skin, lifeless wings, two massive sharp fangs, and massive hands with sharp dragons claws. Instinct: To feed its family
- Aggressively defend its territory
- Scream out for help
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Forn Chakathi Solitary, Stealthy, Magical, Devious, Intelligent, Cautious Jagged Dagger (d6 damage 2 piercing) 12 HP 3 armor Close Instinct: To protect Drangar
- Dart around while fighting
- Disappears into black magical clouds only to reappear somewhere nearby
- Create mirror images of himself
- Hard to catch