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Shadow Mote Swarm Group, Tiny, Stealthy, Devious, Swarm Shadow Wave (d6-2 damage) 10 HP 0 armor Hand Special Qualities: Undead, Anyone engaged in melee gets -1 ongoing Not all repressed emotions become a full blown shadow when a person dies. Sometimes, they just become a shadow mote, a small speck of rejected emotion. While not that dangerous on its own, when they congregate they turn into ravenous dark swarms. Instinct: To consume
- Become one with the shadows
- Can turn incorporeal. It's damage die is reduced to D4, but it can inflict weakness with its attacks
- Can inflict a disease that causes shaky and sickened
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Ogre Mage Solitary, Large, Magical, Intelligent, Hoarder Great Blade (b[2d10]+1 damage 1 piercing) 16 HP 2 armor Special Qualities: Darkvision, Regenerate 1 per die roll unless subjected to fire or acid, Magical flight Onis who take an ogre as host tends towards being self-serving and uninterested in the overall scheming of oni kind. They can be found in a variety of comfortable roles where they can get their hands on the luxuries they enjoy. Instinct: To live a life of pleasure
- Turn invisible
- Conjure darkness, Change shape
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Dark Stalker Throatslitter Solitary, Stealthy, Magical, Intelligent Twin Blades in the Dark (b[2d8] damage 2 piercing) 12 HP 3 armor Close Special Qualities: Can sense magic, Weak to light Some dark stalkers lead from home. Others from the front. Dark stalker throatslitters lead groups of dark folk stealth operatives on mission of finesse and guile, operating as much as possible under the cover of darkness. Instinct: To lead its kindred
- Explodes into flames upon death, for D4/D6 damage with the Fire Elemental and Forceful tag
- Damage die upgrades by two steps when ambushing
- Can conjure darkness and fog
- Uses weakening poison
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Dark Stalker Solitary, Stealthy, Magical, Devious, Intelligent Twin Swords in the Dark (b[2d8] damage 1 piercing) 12 HP 1 armor Close Special Qualities: Can detect magic, Weak to light The dark stalkers are the leading caste among the dark folk. They are born into a position of authority and expected to load and command their race towards even greater days. Instinct: To lead its kindred
- Explodes into flames upon death, for D4/D6 damage with the Fire Elemental and Forceful tag.
- Damage die increases by one when ambushing
- Can conjurer darkness and fog
- Uses weakening poison
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Dark Creeper Backstabber Horde, Small, Stealthy, Magical, Devious, Intelligent Dagger in the dark (d4 damage 1 piercing) 3 HP 1 armor Close Special Qualities: Can sense magic, Weak to light All dark folk have a connection with the dark. Dark creepers who serve on the frontline(As much as the stealth loving dark folk can be said to have those) train hard in making decisive blows with their daggers. Instinct: To serve its kindred
- Explodes into blinding light when killed
- Damage die upgrades by two steps when ambushing
- Can create darkness
- Uses weakening poison
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Dark Creeper Horde, Small, Stealthy, Devious, Intelligent, Magical Blade in the Dark (d4 damage 1 piercing) 3 HP 1 armor Close Special Qualities: Can detect magic Dark creepers are the lowest caste of the dark folk. Their lot in life is service to their betters, a task they take too with an almost fanatical dedication. Instinct: To serve its kindred
- Explodes into a blinding light when killed
- Damage die increases by one when ambushing
- Uses weakening poison
- Can create darkness
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Jinkin Horde, Tiny, Intelligent, Planar Shiv (d6-2 damage 1 piercing) 7 HP 2 armor Hand Jinkin are one of the gremlins, fey born out of entropy. Jinkins focus their talent on sabotaging machinery and mechanisms, causing them to malfunction in ways that never cease to amuse the tiny fey. Anybody who works with technology rightly hate the little beings. Instinct: To make things break
- Sabotage items
- Can curse items when in larger groups
- Damage die increases by one step when ambushing
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Satyr Frenzyheart Solitary, Magical, Planar, Evasive Greataxe (d10+4 damage 3 piercing) 12 HP 1 armor Close, Forceful For some satyrs, nothing beats the feeling of adrenaline rushing through their veins, as they face down an opponent. Addicted to the risks they take and the rage that burns in them, they throw themselves at opponents with wild abandon, losing themselves in a bloody revel. When beneath half life, their damage die increases by one. Instinct: To enjoy life
- Enchant people with their pipe
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Satyr Horde, Magical, Intelligent, Planar, Evasive Dagger (w[2d4] damage 1 piercing) 3 HP 0 armor Close Satyrs are the fey embodiment of the wild side of youth. Rambunctious, lustful, party-loving, hard-drinking. Satyrs prefer to enjoy life at full speed, dancing from encounter to encounter, living fully for today. Instinct: To enjoy life
- Enchant people with their pipe
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Medusa Ambusher Solitary, Devious, Intelligent, Evasive Shortbow (d8 damage 2 piercing) 12 HP 2 armor Close, Near Feared and often shunned, many medusas learn how to remain unseen. Some do so to avoid being in the way. Others to better get close to their victims. Their damage die increases by one step when ambushing. Instinct: To endure
- Petrify with a gaze
- Injects weakening venom