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Shade Maw Solitary, Large, Magical, Divine, Planar, Terrifying, Amorphous Tendrils (d6 + 4 damage 2 piercing) 10 HP 5 armor Forceful, Far Special Qualities: Appear and disappear at will, Cannot be killed, only driven away The Shades reaches out to touch the Material Plane from the 5th dimension, and when it does, shadow portals appear in this world. These are the Shade Maws, terrifying moving shadows that swallow the light. When the Shade Maw senses a victim it will send out its vicious tendrils, restraining the creature and pulling it into its mouth. If successful, the Shade Maw will envelop the creature, transforming it into a Shade Thrall. The Shade Maw is not a corporeal thing or a spirit, but it can be banished back to the realm of The Shades by the same means as banishing a spirit. Mind Warp: When a creature stares into the Shade Maw for more than a few seconds, roll + WIS. On a 10+, the creature only chooses one option. On a 7-9, the creature must choose two options. On a 6-, the creature must choose all three options. Option 1: You involuntarily begin walking towards the Shade Maw Option 2: You take 1d8 psychic damage Option 3: You are blinded for 1d4 hours Instinct: Seek the Encroaching Light
- Ensnare and make into a Shade Thrall
- Mind Warp
- Consume light
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Shade Thrall Horde, Stealthy, Organized, Intelligent, Planar Bite or Claw (d8 damage 1 piercing) 11 HP 0 armor Close, Near Special Qualities: Undead The Shades, the ancient force of darkness that keeps Light in balance, sends forth its army of possessed Shade Thralls. They hide among us, biding their time, and slowly corrupting civilization from the inside out like a slow rot. And when they have gained control of one population, they will spread to the next and begin infiltration. For The Shades is eternally patient, relentless, and methodical. Instinct: To destroy civilization from the inside
- Sabotage inner workings
- Pose as non-threatening
- Summon kin
- Consume life
- Spread darkness
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Wyrmling Group, Small, Hoarder Bite (d10 damage 1 piercing) 6 HP 2 armor Close, Near Special Qualities: Short awkward flight, up to 10 meters A baby dragon. Wyrmlings tend to stay together with the members of its clutch until reaching adolescence. They will imprint on who ever represents a caregiver for them. Usually this is their mother, but in the absence of a mother it is not unheard of for a wyrmling to imprint on creatures of a different species. If you find a friendly one, take it along as a pet. You never know, you may be able to raise it into your very own dragon! Just make sure it doesn't go hungry... or you could be its next meal. Choose the dragon's element: fire, ice, storm, water, light, or shadow. Instinct: Eat and grow
- Cower behind mom
- Cough out a puff of the chosen element
- Chirp adorably
- Play aggressively
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Ender Solitary, Huge, Magical, Divine, Terrifying, Amorphous Crush (d12+9 damage 2 piercing) 29 HP 5 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Immense power and awe This is the way the world ends. When the Crack that tore the earth asunder grows, the Ender shall rise and slouch towards all civilization to dismantle it. This force of chaos, a gargantuan multi-limbed amorphous blob, consumes reality and digests it, deconstructing it. When set loose, the Ender will revert all order and harmony into bedlam. Instinct: To consume
- Slowly digest reality
- Slouch towards civlization