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Kinder Ghul Group, Small, Terrifying Talons (d6 damage) 3 HP 0 armor Close, Ignore Armor Special Qualities: Undead child, Fast, May disarm with tongue, Inability to focus Children killed by the ghoul virus become Kinder Ghul; merry packs of gruesome black eyed children who combine childish games with cannibalism. Instinct: Devour
- Swarm
- Chant nursery rhymes
- Prank
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Kappa Small, Stealthy, Intelligent (d8 damage) 3 HP 2 armor Close Special Qualities: Aquatic The kappa is typically depicted as roughly humanoid in form and about the size of a child. Its scaly reptilian skin ranges in color from green to yellow or blue. Kappa supposedly inhabit the ponds and rivers of Japan, and have various features to aid them in this environment, such as webbed hands and feet.They are sometimes said to smell like fish and they can swim like them. The expression kappa no kawa nagare ("a kappa drowning in a river") conveys the idea that even experts make mistakes.Although their appearance varies from region to region, the most consistent features are a beak, a shell, and a plate (sara), a flat hairless region on the top of the head that is always wet, and that is regarded as the source of the kappa's power. Kappa are usually seen as mischievous troublemakers or trickster figures. Their pranks range from the relatively innocent, such as looking up women's kimonos, to the malevolent, such as drowning people and animals, kidnapping children, raping women and at times eating human flesh. Folk beliefs claim the cucumber as their traditional favorite meal.Kappa may also be related to the Kelpie of Scotland and the Neck of Scandinavia. Like the Japanese description of the beast,in Scandinavian lore this beast is infamous for kidnapping and drowning people as well as horses. The Siyokoy of the Philippine islands is also known for kidnapping children by the water's edge. Instinct: Trickster
- Misleads
- Drowns innocents
- Devours children
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The Kull Solitary, Small, Stealthy, Devious, Intelligent, Planar Charme and illusion. (w[2d8] damage) 12 HP 0 armor Close, Reach, Ignores Armor, Far An old fey, once reverred as a god of dreams. It looks like a little gnome with red hair and animal-like traits, which changes every time. Instinct: To create what is feared the most.
- Haunt your dreams and use them as a weapon against you.
- Create an illusion of victory.
- Put people against one another.
- Intermittently disappear to the ethereal world.
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The Witch of the Ashwood Solitary, Stealthy, Magical, Intelligent Pestilent Curse (d10 damage) 12 HP 0 armor Far, Ignores Armor A story to scare children, an old wives tale, a face briefly glimpsed in a nightmare: most think the witch of the wood to be nothing more than these. The few who know her to be more know little about her. Her age, origin and true nature are all lost to the endless decades she has haunted the Ashwood. What is known is the deep, dark pleasure she takes in twisting others to her will, and her talent at causing terrible pain. Instinct: Twist and Torture, Coerce into Service
- Place a curse on a hated foe
- Strike a dreadful bargain
- Twist nature to her will
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Wererat Group, Stealthy, Intelligent Bite (d8 damage) 10 HP 1 armor Close Special Qualities: Bearer of the wererat curse Living in small colonies, wererats turn back into their mundane form only to steal what they need from the surface: food, weapons, tools. They are pretty peaceful creatures unless threatened, but invading their territory is the worse of threats. They use guerila tactics to defend it, while trying to infect as many people as possible to make up for losses in their numbers. Instinct: To survive, hidden among others.
- Steal like a ghost
- Strike from nowhere and disappear in the dark
- Trick and lie while in mundane form