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Skull Kid Group, Small, Stealthy, Magical, Devious, Organized, Intelligent, Terrifying Blowgun needles (d4 damage 1 piercing) 6 HP 0 armor Close, Near Special Qualities: Child with no face The Skull Kid was once a child lost in the forest. He will occasionally lead other children to suffer the same fate as his own: life as a faceless and undying spirit of the woods. He hates adults, and will kill them if he can. Wearing ragged clothing and possessing a dreadful void instead of a face, he enjoys music and might leave adventurers alone in exchange for a mask that could serve as a face. Instinct: To bring others into the forest
- Mislead travelers
- Play entrancing music
- Vanish and reappear elsewhere
- Slowly transform the completely lost into Skull Kids
- Summon animated puppets
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Housecat Group, Tiny, Stealthy, Intelligent, Hoarder Raking claws (d8-2 damage 1 piercing) 6 HP 0 armor Hand This is a cat, probably someone's pet cat. Many people think they are "cute" or "affectionate," but in reality there is nothing they love more than killing (especially beginning adventurers). Instinct: To manipulate
- Lure commoners to their dooms
- Appear adorable and loving
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The Rat Catcher Solitary, Stealthy, Magical, Organized, Intelligent, Planar, Terrifying, Amorphous Rat swarms (d12 damage) 15 HP 1 armor Close, Ignores Armor, Near, Far Special Qualities: Indescribable features In the deep places beneath large cities, the rat hordes are almost civilizations unto them selves. Like all civilizations, they are guided by a higher influence. That higher influence is the rat catcher. Nobody is quite certain what the rat catcher is, but often its only visible feature is its ghastly, hypnotic lantern that the rats of the undercity compulsively follow. It is whispered that rat catchers may be the living embodiments of pestilence and entropy. Instinct: To scavange
- Lead rat swarms through the tunnels
- Appear as a will-o-the-wisp
- Ghostly lantern
- Overrun with rats
- Vanish without explanation
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Witchfinder General Solitary, Stealthy, Divine, Organized, Intelligent Arsenal of anti-occult weaponry (b[2d10+4] damage 2 piercing) 14 HP 1 armor Close, Near, Far Special Qualities: Magical immunity built up over a lifetime The Witchfinder General leads witch hunts with a zeal that frightens even their underlings. After a lifetime of training, a Witchfinder General is a nightmare to all spellcasters. Virtually immune to magic, they carry an arsenal of cold iron, garlic, blessed water, holy symbols, and lethal ranged and melee weapons. Instinct: To cleanse the earth and prepare for a new order
- Kill witches and other spellcasters
- Lay an elaborate trap
- Command Witchfinder squads
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Witchfinder Group, Stealthy, Divine, Organized, Intelligent Crossbow (b[2d8+2] damage 2 piercing) 8 HP 1 armor Close, Near, Far Special Qualities: Strong will defies magical effects After the Sorcerer Kings made things as miserable as they did, it's no surprise that there are some who still look upon magic with suspicion. The most zealous of these are the Witchfinders, religious fanatics who view all use of arcane magic as an abomination in the sight of their deities. Clad in dark, heavy robes and wielding crossbows, they are trained in the arts of tracking, dark lore, torture, and magic resistance. In a tough spot, they might be persuaded to lay aside their crusade to confront a darker evil. Instinct: To hunt those who tamper with the natural order
- Hunt spellcasters
- Arrive unexpectedly
- Lay a trap
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Pencilman Solitary, Stealthy, Magical, Intelligent, Planar Eraser (d12 damage) 16 HP 0 armor Close, Ignores Armor The Pencilman is a floating pencil with a face who appears to artists and other creators. He offers the power to literally erase and re-draw reality, but at a terrible cost. The longer the Pencilman is willingly welcomed into the mortal realm, the more powerful he grows. Eventually, this allows him to pursue his own terrible agenda. Instinct: To create a darker world
- Draw monsters, erase heroes
- Offer power
- Draw on reality
- Appear to those easily tempted by the power to create
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Goblin Cat Solitary, Small, Stealthy, Devious, Terrifying Claws (d8 damage 1 piercing) 12 HP 0 armor Close Special Qualities: Disgustingly long-legged, Wretched mockery of a cat The goblin house cat is a far cry from the cuddly things we have above ground. With great, spidery legs, and bloated, pale eyes, they are barely recognizable as the pets we keep in our world above. They do, however, share our cats' capacity for cruelty, and goblins do nothing but encourage it . . . Instinct: Cause mischief
- Frighten the innocent
- Sneak through tunnels
- Alert its goblin masters
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Guardian of the Black Pool Group, Large, Stealthy, Devious, Organized, Intelligent, Hoarder, Construct, Terrifying Terrible grip (d10+2 damage) 18 HP 1 armor Forceful, Ignores Armor Special Qualities: Tirelessly defend the Pool, Not-quite-human Nobody knows why the Pool Guardians collect their specimens, nor does anyone know whom they are collecting them for. Man-shaped, but much taller and ashy-black, with dreadful faces, these creatures will defend the Black Pool at any cost, and will stop at nothing to collect their shrunken victims. Instinct: To collect specimens
- Carry victims away
- Ambush a victim
- Dip a victim into the Black Pool, shrinking them into a dessicated husk
- Rally its fellows
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Headless Horseman Solitary, Magical, Intelligent, Hoarder, Terrifying Cavalryman's Blade (b[2d10] damage 1 piercing) 16 HP 2 armor Close, Reach Special Qualities: Jack-O-Lantern Head An extremely powerful and rare form of ghost, the headless horseman was once a ruthless mercenary who died fighting a bloody battle. Buried headless and without ceremony, the horseman rides forth on a coal-black and flaming steed in search of its missing head. Failing that, the heads of anyone who gets in its way will do . . . Instinct: Refight long-lost battles
- Hunt heads
- Appear anywhere on the battlefield where it was slain
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Dungeon Master Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Pulsing aura of corrupting darkness (d8 damage) 12 HP 0 armor Close, Near, Far Special Qualities: Dreadful boils A Dungeon Master appears to be a quiet human, but he is actually a servant of the darkness. He promises heroism and great deeds, but his only aim is to see the hearts of the good corrupted and their lives cut short. In exchange for completing quests and challenges, or "games" and "sessions" as the Dungeon Master calls them, he grants greater power. What his victims do not know is that this power, while seemingly innocuous, is actually spawned from the darkest depths of the abyss. Over time, victims of a Dungeon Master become lost in a dream world of monsters and mazes, and all die in pointless combat with monsters or by their own hands. Instinct: Corrupt youth
- Tempt the weak with dreams of power
- Teach a dark spell to someone
- Enchant someone with a useless obsession
- Slowly removes its victims capacity to do good