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The Silver Judge Solitary, Amorphous, Magical, Divine, Organized, Intelligent, Cautious, Planar, Terrifying Spear of Divine Judgement (b[2d12+6] damage) Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Invincible God, Cannot be comprehended by mortal eyes. The Silver Judge holds Court in the Silver Palace, a utopian afterlife where there is no pain or suffering, so long as you follow the Judge's rules. The Judge or it's Angels will not tolerate any sin, and in their eyes, many trappings of the Living are a Sin. The Judge holds perfect order of it's domain in the Silver Palace, and works to spread it's influence to the land of the living as much as it and it's angels can. It demands much of it's followers: a life of servitude and sacrifice, an active opposition to evil and chaos, and absolute obedience. All say the Judge's rule is harsh and inflexible, but few of the fallible mortals that face it's wrath would call it fair or measured in it's punishents. It is said that the only way to defeat the Silver Judge is to find the Silver Star from which the Judge was born into the world, and trap the Judge in it. Instinct: Uphold the tyranny of Law
- Pass unsympathetic judgement
- Call the Divine Host
- When they contradict you, Stupefy them with your Divine Voice
- Overwhelm them with your Divine Presence
- When the living come before you, place a geas upon them
- When they hold the silver star aloft in your presence, become imprisoned
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The Demon King Solitary, Large, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying mindshattering domination (d12+6 damage 3 piercing) 26 HP 4 armor Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Unmatched power and influence., Debilitate them with fear The Demon King of the Underworld is the mightiest of the Demon Nobles, with a great horde of demons and damned souls at it's command, the Demon King rules the Underworld through fear, intimidation and sheer brute force. The King is not just the ruler because of the forces at his disposal. The king becomes the king by being the strongest, the most cruel, the cleverest, and the most cunning. The killed the last king and replaced them. Aside from maintaining their place of power, the Demon king's other goal is to break out of the Underworld and invade the Living. Instinct: To rule through fear
- Use your hordes to intimidate all opposition
- Use your dominance as leverage against them.
- Shatter their minds with your will.
- Change shape into a fearsome horror
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The Grey Prince Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous Hollow Touch (b[2d12+2] damage) 25 HP 6 armor Close, Ignores Armor Special Qualities: immortal, can never truly be destroyed, Send them mad with your empty gaze The Grey Prince is an ancient spirit from beyond the stars, a wanderer from when the world was a hot swirling cauldron of potential. It is then that the Grey Prince came, and cooled the world with it's chill, hollow touch. When the first living thing crawled upon the world's surface, it was the Grey Prince that touched it, and gave it the gift of death. The Grey Prince is ancient, eternal, and wishes only to conquer and dominate the Dead. When it's army of dead souls is large enough, the grey Prince will invade the bright warm world of the living, and suck out it's warmth and light, until it too is a pale, cold shadow. Then the Grey Prince will leave this hollowed out world to find another bright, hot cauldron to cool with it's hollow touch. Instinct: Conquer the Shade
- Bleed their souls of wonder
- Bind the dead to it's service with clever words
- Call up it's horde of dead souls
- dominate them with ancient knowledge
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Fae Noble Solitary, Magical, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder, Planar Faen Magic (d12 damage) 16 HP 5 armor Close, Reach, Ignores Armor, Near, Far Fae Nobles are powerful figures in the Faen Court, rulers who use their intimate knowledge of the wild magics that exist where the Shade and the land of the living touch, in the deep, old wildernesses where no axe has touched the flesh of trees older than civilisation. Fae lords are often considered cruel and malicious by mortals, but it is more accurate to say they are simply alien and powerful. They know the power that lies in the shapes of stories, and how they hold the mind captive. It is this knowledge that all Fae magic is based upon, and the Fae Nobles are masters of. Instinct: To torment arrogant, 'civilised' mortals
- Judge them in the Faen Court
- Trick them into ill-advised action with misleading words
- Twist their fate to a stranger path
- Seduce them with otherworldly beauty
- Summon the Faen court
- Bind them in an ancient curse
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Demonic Behemoth Solitary, Huge, Planar, Terrifying Crushing blows (d10+7 damage 3 piercing) 28 HP 3 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: Massive size There are few single entities in the underworld more capable of destruction than a Demonic Behemoth. Behemoths are among the oldest of the damned souls that have become Demons. Like Demonic Beasts, the Behemoths forgot their intelligence, long in the past. they have survived and caused destruction and mayhem for centuries, growing to incredible size and power, such that even a Demon lord and his armies fear the rampage of Behemoth. The hate any sign of civilisation in the wasteland, and will destroy any shanty town, encampment, or keep in the Underground. Instinct: To rampage and destroy
- When they make pitiful attacks against your massive bulk, shrug them aside.
- When they hide in their pathetic shelters, smash it down about them.
- When they get too close, crush them with your mighty bulk
- When they attack your vulnerability, howl and thrash violently.
- When they have you cornered, fight to your last breath.
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The Ancient Hermit Solitary, Small, Stealthy, Magical, Devious, Intelligent, Hoarder, Planar, Terrifying Curses and Hexes (w[2d10] damage) 16 HP 0 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Immortal, The Ancient Hermit lives in a cave hidden in a valley that has never felt the light of the sun, the moon, or the stars. It is an immortal being of twisted cruelty and malice. It hates the living and the dead, since it can never join either, and wishes only to cause as much suffering as it can. It is a small, incredibly dirty, horrifically smelly humanoid shrouded in shadow, but it’s head is covered in countless rumey, cataractblinded eyes. The Hermit collects small things of perfect beauty, and will trade old secrets about the lands of the dead for them. It will only allow the living or dead to pass through it’s cave into the Underworld if it is given a gift of an eye that has seen true beauty. It will only let them out if the gift is one of their own eyes. Instinct: Despise and envy the living and dead
- Demand a beautiful trinket for a secret of the great Beyond
- Demand an eye that has beheld True Beauty for passage through your cave to the Underworld.
- Demand one of their own eyes for passage back to the Living
- When they give you an eye, see everything the eye has seen
- When a player attacks, vanish into the shadows of your cave
- When players invade your cave without paying the price, hex them from the shadows
- When the light of the sun shines on you, go blind at it’s touch
- When they have you cornered or trapped, beg for mercy
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Bone Serpent Group, Large, Stealthy, Planar, Terrifying, Amorphous Vicious bite (d10+4 damage 3 piercing) 21 HP 4 armor Forceful, Near Special Qualities: Bone scales Bone Serpents inhabit the river of Bones. They are extraplanar predators that have made themselves large bodies out of the bones that make up the river. The Bone Serpents swim the river of bones as though they were eels gliding through water. they wait for foolish dead and living to try to swim across the river, or to fall out of the Ferryman’s boat. When they find a victim in the river, they dart to the surface and drag their prey down beneath the bones, to be torn to shreds by the school of bone predators. Instinct: Tear the living and dead to pieces
- When they approach the river of bone, disturb the surface
- When they enter the River of Bones, drag them under
- When the Ferryman is attacked, rear up to defend him
- When the bones of a magical creature are thrown into the river, become distracted for a short time
- When your prey is under the surface, go into a feeding frenzy
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Fae Spirit Group, Tiny, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous Illusions and tricks (d10-2 damage) 3 HP 5 armor Hand, Ignores Armor, Near, Far Special Qualities: Immune to physical harm, except pure iron Fae Spirits are mischievous creatures who use illusions and tricks to confuse, trap, and frighten mortals. They usually live in places where the border between the mortal world and the eternal, capricious fey realm is thin. They may confuse, annoy, or play more malicious tricks on mortals that have trespassed or broken the strange rules of the fey court. Instinct: To cause mischief
- Grant a wish, with a twist
- Misdirect with tricks, illusions, and lies
- Tempt them with visions of beauty
- Lead them into danger
- Abandon them in the fey realm
- Grant one wish, without a twist when they catch your true name
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The Ferryman Solitary, Magical, Stealthy, Devious, Intelligent, Planar Oar of bones (w[2d12] damage) 20 HP 4 armor Close, Ignores Armor Special Qualities: Anthropomorphic constant, cannot be destroyed The Ferryman of the river of bones ferrys the souls of the dead across the river that separates the land of the living from the lands of the dead for the cost of a single copper coin. The ferryman can also be convinced to take the living to the lands of the dead, but he may require a greater price. The ferryman is not inherently hostile, but if you try to impede or circumvent his duty he will push you into the river of bones, where bone serpents will tear them to pieces and pick their bones clean. Instinct: Demand your price
- Ferry them to the lands of the dead for a copper coin
- Vanish and leave them stranded
- Touch of horrors
- When they defy your duty, push them into the river of bones
- Tell the location of a dead soul for the price of a frozen tear