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Zodiac Solitary, Large, Stealthy, Magical, Intelligent, Planar, Terrifying, Amorphous Torture (b[2d12+2] damage 1 piercing) 23 HP 4 armor Forceful, Reach, Near, Far Special Qualities: Inspires fear Milky white skin, black beady eyes, long, skinny, pointed fingers. Massive closed mouth, only opens when death is near certain. No visible joints, mainly muscle, can bend in almost any unnatural direction. Sleek black cloak, can have the appearance of a normal human. Intense bloodlust for the innocent and pure. Instinct: To toy
- Stalks
- Lies
- Illusions
- From The Abyss
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Negro Flight Ape Group, Small, Stealthy, Organized, Hoarder Beat (d6 damage) 6 HP 1 armor Close Special Qualities: Small wings Instinct: To meddle
- Drops
- Steal
- Communicate (Monkey Screech)
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Taito, the Ethereal Drinker Solitary, Huge, Stealthy, Divine, Magical, Intelligent, Planar, Construct, Terrifying Dissect and Bisect [d12+3] 20 HP 2 armor Reach, Forceful, Near Special Qualities: Perfect Camoflauge, Colossus's Drainer, leeches life force to give to Colossus (battery), Large Instinct: To leech
- Drain
- Illusions
- Poison/Control
- Extra-planar creature, personal dimension
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Pack of Timber Wolves Horde, Small, Organized Bite (b[2d6+2] damage 1 piercing) 3 HP 1 armor Close Special Qualities: Smell Tracking The Timber Wolves aren't special in a world where everything is. Doesn't that make them special? While they have no special abilities, they make up for it with abundance. Tooth, fur, and blood. These three things will be your downfall if caught by surprise or if you let your guard down. Don't underestimate the power of the pack... Instinct: To Hunt
- Maim
- Howl
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Julian, Felin's Sleuth Group, Small, Stealthy, Magical, Organized, Intelligent, Construct Scratch and Bite (d6 damage 1 piercing) 10 HP 3 armor Close, Far Special Qualities: Perfect Senses, Vibrant, Static Fur Julian is no enemy unless you make him one. He wishes to protect Felin's Forest and his family. A red fox, who is warm to the touch, and can talk. Very charismatic, a true friend when you need him to be. He shall help those in need as long as you will help him in return. Has access to minor magic and some more unique abilities. Instinct: To Protect and Inform
- Speech
- Fabric Burrow
- Fire
- Howl -> Burrow Call
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The Lone Hero Solitary, Stealthy, Divine, Magical, Intelligent, Cautious, Hoarder Slay (b[2d10+4] damage 2 piercing) 18 HP 6 armor Close, Near Special Qualities: Superhuman Feats A metal figure shrouded in a long flowing, brilliant cape, examines the footprints of his mark. The Hero walks, and follows the treaded path, his armor clanks with each step, longsword and shield moving with him. He doesn't pick up his pace, for he never tires. He will find them, it's not a matter of how, but one of when. His armor glistens in the moonlight, a beautiful suit, the likes of which seem to be crafted by the gods. A luminescence comes across him when one stairs in his direction. He hears movement, his heart quickens, but his pace does not. Calm and collected, The Lone Hero walks towards the sound; He knows it will all be over soon. An arrow flies through the air and quick as a bullet his shield is raised and the arrow splints to the ground. He looks over and sees a woman with a wolf cowering in fear, bleeding, quivering, unable to breath. "Please, don't kill me. I have done no harm and wish only to do good, don't send me back!" Her legs buckle and she falls to the floor, sobbing, for she is too tired and weak to fight. The iron demon responds, "Your existence is much overdue, as is this worlds, I send you back to the depths of the darkness where you belong." The wolf, still managing to fight, leaps towards him in hopes to protect her master, her friend, her sister. Fresh blood stains the armor, and the comrade lies dead. The next death came not a moment after. The Lone Hero begins to walk away, chants fill the sky and he glows ever brighter. Under his helm, a smile spreads across his face. Instinct: To Hunt the Undead
- Track
- Lies
- Power Word: Death
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Hexed Winged Seraph Solitary, Large, Stealthy, Divine, Intelligent, Cautious, Hoarder, Planar Thrust (b[2d12+4] damage 1 piercing) 22 HP 1 armor Ignores Armor 9 feet tall, has the appearance of Jesus. Adorned in a white tunic/garb, with a laurel on top. Two wings always in place, when into combat 4 more come out of it's back for intimidation and mobility purposes. Flaming Sword, Magic nullifying shield. Instinct: To Cleanse the Inferior
- Blinding Instantaneous Aerial Maneuverability
- Flaming Sword
- A Fallen Angel, a Risen Devil
- Magic Nullifying Shield
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Hexed Winged Seraph Solitary, Large, Stealthy, Divine (d10+2 damage 1 piercing) 22 HP 0 armor Special Qualities: Flight, Instinct: To Purify the Inferior
- Blinding Aerial Maneuverability
- Manipulative
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The Watcher's Eyes Group, Huge, Intelligent, Cautious, Construct, Amorphous Cleave Stab Smash (b[2d8+7] damage 1 piercing) 21 HP 7 armor Reach, Forceful Special Qualities: The Watcher's all have special eyes they make as their servants, they are kept alive by the Watcher's magic/life force The Watcher's Eyes. Giant, 10 foot tall knights, masters of all forms of melee combat. They seek to protect their watcher and subdue any imminent threat. Clad in sleek form fitting plate mail, one in ivory white, the other in ebony black. The Watcher's Eyes have an interesting task of testing newly Chosen Undead, to see if they are worthy and have what it takes to lift the world out of the darkness it's been plunged into. Instinct: Protect the Watcher, Test the Chosen
- Impenetrable Defense
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Netherkech Horde, Small, Stealthy, Magical, Organized Dive-bomb, claws (d6 damage 2 piercing) 3 HP 1 armor Close, Far Special Qualities: Wings, shadow shift The Netherkech flutter about in the caves, unseen by your eyes. The constant flapping heralds the coming of not just one but many more. The Kech, feast upon the thoughts of their prey before inevitably ending it's existence. Quickly they strike , not with strength but with numbers. As soon as you see one they melt away into the darkness, like a candle flickering in the dead of night. You hear screeching and the fluttering and flapping grows louder until a new figure appears before you. This encounter is about to get a whole lot more interesting. Instinct: To sow seeds of madness
- Harvest Thoughts
- Predict movements before they occur
- Darkness, Confusion, Illusions
- Summon Undead Liege