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Hellspawn Solitary, Intelligent, Cautious, Horder Spear (d10 damage 1 piercing) 12 HP 1 armor Close, Reach Hellspawn are closely related to tieflings. But whereas tieflings have a mortal mother, hellspawn have a demonic. This exposure to demonic energy makes them a lot more otherworldly and powerful than tieflings. Instinct: To have fun
- Drain life with a touch
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Water Mephit Horde, Small, Organized, Intelligent, Hoarder, Planar Claws (d4 damage) 7 HP 0 armor Close Special Qualities: Aquatic Mephits a small, sapient intelligent beings. They live in the elemental planes, adapting to whatever bubble of matter they find comfortable. Water mephits are often relaxed and jokey, enjoying a good conversation and a bit of fun. Instinct: To have fun
- Spit acid
- Scream for help
- Breathe water
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Lich Solitary, Magical, Organized, Intelligent, Hoarder, Construct, Terrifying Necrotic bolt (d12 damage) 20 HP 1 armor Close, Ignores Armor, Near Special Qualities: Can reanimate from phylactery, Undead, Aura of Horror Liches are a mortal that has willingly become undead through the power of magic, sealing their soul in their phylactery in the process. This not only means they are both potent magicians and hardy too, the phylactery means the ycan reanimate from even the most griveous of defeats as long as it exitsts. However, due to their unnatural existence and often prolonged seperation from their soul, they have a tendecy to develop extremely arrogant and self-centred personalities. Instinct: To become a master of necromancy
- Cause paralysis with a touch
- Use necromancy
- Command undead minions
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Dread Wraith Horde, Large, Intelligent, Amorphous Life-draining touch (b[2d4] damage) 18 HP 1 armor Ignores Armor Special Qualities: Scares animals Dread wraiths are wraiths that have succesfully harvested at least a couple of living beings, especially if those beings were sapient. They grow in size and power, still hungering for more. It's touch severely weakens the living, causing the Sick condition. Instinct: To steal life
- Sense the living
- Flay soul
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Wraith Horde, Devious, Amorphous Life-draining touch (d4 damage) 10 HP 1 armor Close, Ignores Armor Special Qualities: Scares animals Wraiths, though undead, are not a single soul. Rather, they are several fragmente of different souls, often due to violent deaths, tragedy and negative feelings, that have coalescenced into a new, dreadful being. The wraith has no understanding nor empathy of mortal life. All it wants to to do is add to its collective of fragments by harvesting the souls of living beings. It's tocuh severely weakens the living, causing the Sick condition. Instinct: To steal life
- Sense the living
- Flay soul
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Clay Golem Solitary, Large, Stealthy, Devious, Amorphous Crush (d8+2 damage) 23 HP 1 armor Forceful Special Qualities: Ward 2 against non-earth magic, Construct Clay golems are much softer and mallable than your common golem, making them easier to break aprt. However, the same mallability also makes them harder to destroy and makes them much more flexible. Furtheremore, they can control parts of themselves that has been ripped off for a short time before the magic fades, allowing them to seed wounds with small, shredding clups of clay. Instinct: To serve creator
- Squeeze through tight spots
- Sudden surge of speed
- Infect wounds with living clay
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Earth Elemental Group, Large, Stealthy, Intelligent, Planar, Amorphous Boulder smash (d8+4 damage 2 piercing) 21 HP 3 armor Forceful Earth elementals, as the name implies, is raw earth brought to life. Simplistic in mind, earth elementals are patient and calm creatures, though if provoked with strike without mercy. Tehy are often summoned and boun by mages to serve as guards and construction crew, sometimes even both. Instinct: To shape earth
- Break things
- Hide in earth
- Shape Earth
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Shadow Mastiff Group, Planar Maul (d8 damage) 6 HP 2 armor Close Shadow Mastiff's are dog-like beings from the Shadow Realm. A harsh world has bread harsh creatures and these vicious beasts hunt in well-coordinated back, switching between cunning ambushes and ferocious all-out attacks as needed. Instinct: To hunt
- Utter a Terrifying Howl
- Hide in shadow
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Glabrezu Solitary, Huge, Stealthy, Magical, Intelligent, Planar Pincer (d10+7 damage) 28 HP 1 armor Reach, Forceful Special Qualities: Extra limbs Glabrezu are the most common tradesfolk of Hell. They are authorized to grant boons, blessings and miracles fueled by the power of Hell, often in return for a soul or favour. To this end, they are also capable of crafting quasits, the proof of one's tie to hell. While not warriors, the Glabrezu are perfectly capable of defending themselves, as their buisnesses are often targeted by forces that are aligned against Hell. Instinct: To aquire souls for Hell
- Offer a deal
- Grant Wish
- Disguise self as a mortal
- Craft Quasit
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Stone Giant Crystal Magus Solitary, Large, Magical, Intelligent, Hoarder, Terrifying Crystal missiles (d10+2 damage 1 piercing) 20 HP 2 armor Forceful, Near Special Qualities: Crystalline mutation Stone giants are occasionally gifted with mutations upon binding with an elemental spirit, causing strange crystals to grow from their skin. While this is usually seen as a sign that the child is a talented mage, this is not always the case. But those who do use magic learn that the crystals function as a potent focus. Instinct: To serve clan
- Shape earth
- Warp space-time