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Arms of Four Pair, Large, Profane, Intelligent, Planar, Terrifying Knock prone and rend with its tail [2d8+2] damage 1 piercing) 12 HP 3 armor Reach, Near Special Qualities: The twisted malignant protrusions of bone from flesh cause immense suffering to the Four Armed, suffering it is compelled to share. Only the most stout of heart can approach it willingly. The Arms of Four are twisted creations of suffering. Their only relief is to inflict pain on hapless travelers who venture too close to their nest. Mated pairs roam the rocky crags and vaulted ceilings of dark caverns pouncing and carrying away their prey. Once back to the nest a profane ritual indoctrinates the victim in the suffering of the Arms of Four, creating the next generations of foul monstrosities. Instinct: Feed on pain and suffering
- Abduct and swiftly flee with the dying
- Consume blood to renew its strength
- Incapacitate by tearing and crushing limbs
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Ekimmu Solitary, Magical, Stealthy, Devious, Terrifying lncorporeal touch manifests as supernatural aging (d8 damage) 16 HP 4 armor Close, Ignores Armor Special Qualities: Sense living things and creatures without seeing them., Incorporeal An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth. It is greatly feared, for it attaches itself quite easily to virtually any living person regardless of whether that person has been acquainted with the dead one. Once it has possessed a living host, it is very difficult to exorcise. An ekimmu roams the lands near where it was killed. Though it is not bound to the area, it feels a sense of connection to it and rarely wanders more than a few miles from it. An ekimmu has no permanent lair and wanders its realm perpetually, always on the move. ' An ekimmu roams the earth, seeking victims to possess and using its hosts to bring misfortune and death to the living. Its howling in the night is often the only warning of its approach. In battle, it uses its array of abilities to defeat and destroy its opponents, opening combat with its paralyzing howl and then using its malevolence to attack a target it deems weak—willed and open for possession. Instinct: Bring misfortune and death to the living
- Possess the living
- Can merge body with creature on Material Plane
- Howl paralyzes foes
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Gate-Crow Group, Tiny, Magical, Devious, Terrifying Magic Beak (d4 damage) 6 HP 4 armor Hand, Ignores Armor Special Qualities: Imitates voices from your past Gate-Crows chew on the tethers that link the dead to the land of the living. To the dead they provide an invaluable link in the Black Gate's ecosystem, allowing spirits to pass on with peace and grace. But to the living these crows, with feathers that eat light and eyes that reflect your darkest deeds, Gate-Crows are dangerous. They get together in great murders and chew on all of the ethereal tethers that keep you in the land of the living. Odds are they won't untether a seasoned adventurer from their life but they will inflict damage, causing your life to be slightly different than what you remembered as those tethers take damage. Instinct: To devour tethers to the living world
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Trash Dragon Solitary, Huge, Intelligent, Hoarder Accidental trash avalanche (w[2d10] damage) 24 HP 3 armor Reach, Near, Far The Hoarding Dragon, also referred to as the Trash Dragon takes it's kin's attraction to great piles of wealth to unhealthy, obsessive extremes. Where other Dragons will collect hoards of precious metals and jewels, the Hoarder Dragon is not so discerning. It will collect any rubbish, trash, or miscellany it finds. A Trash Dragon's hoard is often made up of worthless items and objects that It has picked up and simply cannot part with. It clings to these things, overstuffing it's lair to the point where it can barely move without causing avalanches of rubbish. Trash Dragons are seen as pitiable, pathetic creatures, but despite the trouble they cause, very few will seek out and kill them. While most of their hoard is worthless junk, there can sometimes be rare magical or valuable items in amongst the dross. Instinct: To hoard trash and mundane items to excess
- When you feel threatened or uneasy, recede into your hoard.
- When your hoard is threatened, make weak arguments as to why you need every single item.
- When they steal something, chase them, and beg for it back
- When they kill you, pass your compulsion to them.
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Hippogriff Solitary, Large Slash with its talons (d10+4 damage 2 piercing) 16 HP 0 armor Forceful Half eagle, half horse. Hippogriffs will only permit honorable people to ride their backs. Even so they consider it an inconvenience and would rarely consider themselves less than another. If you offend them, even slightly be prepared for retribution. Instinct: Demand Honorable Behavior
- Treats everyone honorabley
- Carry the noble hearted
- Establish its noblity
- Refuse to flee a fight
- Drop enemies from great heights