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Reaper Solitary, Divine, Intelligent, Planar, Amorphous Scythe (d12+4 damage 1 piercing) 21 HP 4 armor Close, Ignores Armor, Near Special Qualities: Flight The servants of Death. Occasionally pure evil, although they are more often neutral. Try telling that to a ghost though. Instinct: To serve Death
- Send you to Judgement at the black gates
- Death's servant
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Beholder Solitary, Large, Divine, Magical, Intelligent, Hoarder, Terrifying Central Magical Eye (d10+2 damage) 20 HP 1 armor Ignores Armor, Near, Far Special Qualities: Levitates, Ever-watching eyes The flying, all-seeing terror, a beholder fills those who see it with terror! Making it's lair in frigid hills, abandoned ruins, or the rare occasion under large cities it seeks to control through subtle & coercive means. Any underground cavern it creates with its disintegrating ray is a series of large caverns with only vertical routes between each. Each beholders' lair is festooned with trophies and the occasional petrified adventurer unfortunate enough to have crossed its' path. Instinct: To control
- Uses its Eye Ray to create 3 of the 10 possible effects
- Anti-Magic Cone: Stops any magic from working in a large conical area.
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Shadow Wight Group, Intelligent, Terrifying Shadow blade (b[2d8] damage) 10 HP 1 armor Close, Ignores Armor Special Qualities: Chilling gaze Souls who do not earn their way into any particular deity's heaven are offered a choice: become one with the void, or wander the Fulldark for eternity. Souls that enter the Fulldark are met with a blasted, twisted mirror of the world they tread as mortals. It doesn't take long for they themselves to be corrupted. When a soul from the Fulldark returns to the land of the living, be it through magic or some terrible bargain, it appears as a being of pure shadow, but for the terrible, empty white eyes with which it sees the world it lost. Instinct: To Spread its Baleful Influence, to Drive Out the Living
- Strike with dark weaponry
- Convert into Shadow
- Open a gate to the Fulldark
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Demon Smith Group, Intelligent, Planar, Terrifying Fiery Hammerhand (d8+4 damage) 10 HP 1 armor Close, Forceful Special Qualities: Immune to Fire A race that has long been subjugated by the forces of the Hellgate on another world far removed from this one. Though their minds and bodies have been warped, they are still exceptional craftsmen renowned for their skill in metal-working. Instinct: To forge corrupted metal
- Forge corrupted metal into demonic weaponry.
- Kill outsiders
- Eat Furnace Imps
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The Thing in the Well Solitary, Large, Stealthy Dark Tentacles (w[2d12] damage) 16 HP 1 armor Reach, Near "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour
- Politely collect tribute
- Leverage townspeople through secrets
- Purify water
- Hide in darkened waters
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Thunder Wyrm Solitary, Huge, Stealthy, Magical, Intelligent, Cautious Thunderbolt (d10+3 damage 2 piercing) 20 HP 3 armor Reach, Near, Far Special Qualities: Patagium His first heralds are the land's beasts, who yip and howl long before those tall dark clouds creep over the horizon. When you hear the rumbling thunder, you have little time. Once you feel the frigid rain on your skin, it is too late: He has claimed your lands as his own. His true form, if a force of nature can have one, is that of a great reclining lizard. His eyes crackle with electricity as he looks you up and down, but in the end, he finds all wanting. Instinct: to rule
- Roar with the strength of a gale
- Make a promise he does not intend to keep.
- Teleport as lightning to an advantageous position
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Stormtusk Solitary, Huge, Magical, Terrifying Tusks (d10+5 damage) 20 HP 1 armor Reach, Forceful Flattened trees mark the wake of this destructive force. The undisputed lord of the forest has no intention of preserving his kingdom. Some say the beast breathes fire, but that's only a rumour. The truth behind the scorched earth is far more terrifying... Instinct: to flatten
- Make the earth tremble
- Ignite the forest
- Invoke the fear of primal destruction
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Bones The Adventurer Solitary, Magical, Intelligent, Cautious +1 Longsword of Valour (b[2d10] damage 1 piercing) 16 HP 4 armor Close Ol' Bones used to be one of those solo adventurer types, until he ran into a danger too great for one man to handle. Now once more in the land of the living, but with his body hopelessly decayed, he seeks to relive his former glories. Instinct: to prove his strength
- Use a healing potion
- Cast a rudimentary spell
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Quicksilver Ooze Solitary, Large, Hoarder, Amorphous Hardened Slap (d10 damage) 19 HP 1 armor Near Those who go delving for the earth's bounty would do well to beware the host of metallic oozes that can be found. The Quicksilver Ooze is the name given to various different species of ooze with a silvery metallic appearance. Attracted to valuable metals, they envelop them and melt them down inside their gelatinous body. While the exterior is normally slightly cold to the touch, the centre of the ooze is capable of reaching temperatures high enough to melt wolfram. Instinct: to envelop
- Grab someone with an appendage
- Incinerate anything caught inside
- Create a hardened metal shell
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Night Terror Solitary, Huge, Magical, Planar, Terrifying, Amorphous Raw Fear (d12+3 damage) 27 HP 5 armor Reach, Ignores Armor, Near, Far Special Qualities: Incorporeal A primordial being from the Land of Dreams. Some say the Night Terror is the source of nightmares that leave one's bedsheets dripping with sweat. In rare cases, the Night Terror has been known to enter a dream directly, an event which often leaves the victim shaken for life, if they ever wake up at all. It retreats from light, but in a dream, it has full control of the environment. Scholars dispute whether the Night Terror is a god or simply a force of nature, but it remains unknown whether it can even be harmed, let alone destroyed. Instinct: to terrify.
- Invade a dream
- Summon your greatest fear