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Brainy Desert Lizard Group, Stealthy Claws and bite (d6 damage) 6 HP 0 armor Close Special Qualities: Psionic Antenna Ridges, Psychic Immunity Shielding These man-sized, stubby-headed, six-legged lizards may be found in one of two states: lazily basking, or in a cannibalistic frenzy. For much of the time, they eat and drink very little, and may be confused for strange rocks. The antenna ridges on their backs collect energy from their surroundings to feed their growing brains. But when they reach a plateau of mental maturity, they must feast on brains to continue to develop. Commonly, this is done via cannibalism. It takes a lot of work for them to crack open the protective casing surrounding the brains ensconced in each other's backs. Luckily, they are able to wield rocks in their forelimbs. It is said that ancient brainy lizards may outstrip human beings in intelligence if they are not first devoured by pteranodon. And rumors exist of lizards with strange powers, perhaps gained by devouring the brains of sorcerers! Instinct: to consume brains
- Cannibalize its fellows to evolve its intellect
- Understand and thwart enemy tactics
- Wield a discarded weapon
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Silver Strand Being Solitary, Huge, Magical, Divine, Amorphous, Intelligent, Planar Blinding, searing light (w[2d8] damage) 25 HP 5 armor Reach, Ignores Armor, Near The Silver Plains are so named for the glittering, metallic pollen that often covers the grains and grasses of the wide fields. The effect is most pronounced when the cycles of life are exaggerated by succession of wildfires and flash floods. Sometimes villagers even report sightings of strand-like clouds drifting across an otherwise clear sky, glowing as though filled with silver-hued sunlight. Both of these phenomena are the product of rare elemental beings drawn to the place due to the astounding lifecycle of the area. These beings formed of the raw energies of creation are an amorphous web of strands of shining silver light, with dozens of malleable heads and limbs. They settle over the grasses to bask, and are quick to discharge their potential on those that disturb them. Though they do not seem to harm, their alien perspective gives them little regard for the will of others. (Use their moves in escalating sequence) Instinct: to revel undisturbed in cycles and growth
- Heal their wounds and debilities with a gentle touch
- Clasp them and pour overwhelming, unnerving energy into their form
- Bond with them, overriding their being with glorious light
- Wield the bonded living as joyful puppets
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Moss-slick Guardian Group, Large Huge stone pole (w[2d10+4] damage) 10 HP 3 armor Forceful, Reach Special Qualities: Slippery, Magical senses, Stone body These guardians can block a corridor or entryway on their own. A pair or trio can defend a pass or gate. They stand immobile, striking only to dissuade forceful or violent attempts to bypass them, though they've also been known to cripple vehicles. These guardians have spent the ages partly submerged and have gained a coating of slick moss, as well. It might be easy to mistake one for a shambling moss beast, until an attack is forestalled by solid stone. Instinct: To deny passage
- Block the path with stone limbs and poles
- Aggressively crush any true, demonstrated threat
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Good Knight Caellis Group, Intelligent, Cautious Glacial Broadsword (b[2d8] damage) 6 HP 5 armor Close Knight Caellis strives to be the epitome of the shining knight. His glittering mail and glacierglass arms certainly give him the appearance. Caellis rarely removes his helm, wishing to remain a superhuman symbol in the eyes of the peasantry. Instinct: To inspire others to chivalry
- Fight honorably despite the opponent
- Wait for them to strike, then parry and riposte!
- Give quarter to the foe
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Knight Inquisitor Group, Magical, Organized, Intelligent, Cautious Thorny flail (d8 damage) 6 HP 3 armor Close The Inquisitorial Orders are a new branch of the church, and thus its members are overflowing with zeal. They are assured in their righteousness and apt at carrying others along with them. They bear the crest of their order proudly on tabards and shields. Watch out or they will turn the attention of the mob and true believers on you quite quickly. Instinct: Deliver sinners for trial
- Bring sins to light with scornful accusations
- Cast holy symbols of restraint and capture
- Wield authority over believers
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Knight Malynn the Colossus Group, Magical, Intelligent Stoneskin fists (d8+2 damage 2 piercing) 6 HP 5 armor Close, Forceful Special Qualities: Permanent Stoneskin Blessing Malynn is called the Colossus for a reason. She stands about seven and a half feet tall, though she is lanky rather than bulky. She wears little armor for a knight, just enough to denote her standing and show her colors and heraldry. Likewise, she carries weaponry only as a practical or symbolic matter. A close look or knowledge of her exploits reveal the reason. Malynn has been blessed by her gods with skin and muscle hard as stone. It is quite a sight to see her block a broadsword with a bared forearm or dent armor and shields with a fist. Malynn isn't a fool, but is uncomfortable making important decisions for herself. Instinct: Defend those wiser than she
- Bear the brunt of the foe's attack
- Blunt, break, or peel apart the enemies' equipment
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Lemuel Manymouths Solitary, Large, Divine, Intelligent, Planar, Terrifying Biting appendages (b[2d10+4] damage) 22 HP 0 armor Reach Special Qualities: Several eel-like limbs, Biting mouths everywhere, Demonic fusion of aquatic creatures Lemuel has, in the end, been transformed by Sin into a demonic creature. He has melded with the creatures he once fed and now devours rather than butchers. His neck and chest sprout numerous eel-like appendages ending in the mouths of various fish: piranha, barracuda, lamprey, shark, angler. From his waist sprout the heads of monstrous sea lions with many rows of gnarled teeth. The rest of his form is a hybrid of limbs designed for amphibious movement. Instinct: To devour by a thousand nips
- Attack with a dozen bites from all directions
- Summon horrors with an offering of flesh
- Draw them in by several biteholds
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Cannibal White Seal Solitary, Stealthy, Terrifying Vertical maw (d10+4 damage) 16 HP 1 armor Close, Forceful Special Qualities: Powerful Swimmer, Heat Sense, Uncanny Smell, Unnatural Maw This white seal was transformed by Lemuel's powerful Sin into a cannibal. It hunts its own kind, but will not hesitate to taste the viscera of humans that stray too near. It looks like a normal white seal of the Sunless Sea: about the size of a horse, eyeless, albino white, with dark heat sensing patches and a complex nose which gives it an excellent sense of smell in or out of water. Get too close, though, and it splits along its ventral side, revealing a foul-smelling maw made of the teeth and bones of its former meals. Bits of crimson-streaked blubber stick between teeth and bone spurs. Instinct: to taste blood
- Hunt by smell and heat
- Appear to be a normal white seal
- Trap them in a man-sized maw.
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Lemuel the Butcher Solitary, Intelligent, Planar Flaying and butcher knives (d10 damage) 10 HP 1 armor Close Special Qualities: Inhuman Senses Lemuel was once a scout and guide for the nearby settlements. Unfortunately, he was too brash in his exploits, flouting the laws of the Gods as passed down in the ancient rites. Once denied their protection from the madness of the land, he began acting strangely. While transiting the Sunless Sea, he got into an argument with the expedition's cook. A dropped butcher's knife severed one of Lemuel's toes, which tumbled into the water. The guide's keen eyes were transfixed by the sight of a school of fish which tore the gobbet of flesh apart before he could recover it. Before the day was out, the rest of his expedition had been served up to the denizens of the sea. But a proper butcher tests his own wares, does he not? Lemuel's powerful Sin has infested the animals that fed on his compatriots. Instinct: to feed the fish
- Savagely rend pieces from his foes
- Feed the sea to summon more demons
- Fight in the dark by sound and smell
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Maggot Spirit Solitary, Small, Magical, Devious, Planar, Amorphous Ethereal teeth (d6 damage) 19 HP 5 armor Close, Ignores Armor Special Qualities: Ethereal being. Have you lost someone in your life who was important to you? Why can't you remember what color their eyes were anymore? Why has their face become blurry over the months and years? Their smell- what was it? Tobacco? No, why can't you remember the precious details of those you loved? The maggot spirit is why. When the memories are no longer living and growing in your mind, the maggot spirit smells them. It nibbles slowly until the decaying memories are gone. But sometimes it's still hungry, and like its material cousin, sometimes it then bores into the living parts, and then there's pain and blood. Only the pain is mental anguish, the blood is leaking sanity. Only someone who can pierce the veil of the ethereal can help you then. Instinct: To nibble endlessly.
- Eat away at memories of the dead.
- When there's no decaying memories left, dig into living mind.
- Latch onto the soul.