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The Dreamer Solitary, Huge, Magical, Stealthy, Intelligent, Hoarder, Planar Psychic attack (d12+3 damage) 24 HP 4 armor Reach, Ignores Armor, Far The Dreamer is an echo of The Mist Daughter's soul, created by her magic and sustained by the power of her death sacrifice. It has great prophetic powers and knows that someday the Mist Daughter will be resurrected and its life will end. It desires above all other things to postpone that day for as long as possible. Instinct: To preserve its existence at the expense of all else
- Bargain with power and knowledge
- Conjure surprise attackers
- Create illusions from fears and desires
- Reveal troubling knowledge
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Mist Worm Group, Magical, Construct, Terrifying, Amorphous Devouring Maw (b[2d8+2] damage 1 piercing) 13 HP 5 armor Close Special Qualities: Intangible, Maw of eyes of and fangs Mist worms are conjured from the dying dreams of the Mist Daughter and circle above the pit that holds her grave. They are not technically guardians, merely a side-effect of her death and entombment, but they never venture far from the burial site and will attack any living thing that approaches them. Instinct: Drift aimlessly until it encounters prey
- Disappear into the surrounding fog
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Spectral Pirate Horde, Magical, Hoarder, Terrifying Spectral sword (d6 damage) 11 HP 4 armor Close, Ignores Armor Special Qualities: Visage of the watery grave Ghosts of dead buccaneers or wraiths that have taken up piracy? Who can say? Instinct: To kill and plunder
- Drain the strength of the living to regain its own
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Jaxok: The Planar Hunter Solitary, Stealthy, Divine, Intelligent, Hoarder, Planar Xerithrex, the flickering spear (d12+6 damage 1 piercing) 22 HP 3 armor Close, Forceful, Reach, Ignores Armor, Near Instinct: To hunt all living things.
- Stun with a sudden blow.
- Lure into traps.
- Move between planes via water.
- Rise from the dead.
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Vault Serpent Solitary, Huge Crushing Bite (d10+7 damage) 20 HP 4 armor Reach, Forceful, Near Raised and trained by a cult of plane-hopping scaled dwarves, vault serpents are tenacious and deadly guardians. Once an area is set as its home (either naturally or via pheromone paints developed by the dwarves), a vault serpent will defend it to the death against any and all intruders, leaving only if absolutely necessary for food and water. While not technically immortal, vault serpents are exceptionally long-lived, remaining in or near their home areas for millennia as long as sustenance is available. Instinct: Devour intruders in its home
- Lock someone or something in its coils
- Inflict hallucinatory poison
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Nightpad Group, Stealthy, Organized Fanged Maw (1d10+2 damage 1 piercing) 12 HP 2 armor Close, Messy Dangerous beasts employed by The Greater Dark to guard its temples and hunt its enemies. They appear as long, panther-shaped beasts covered in grey and black scales. Their mouths open three ways to reveal a dagger-toothed maw capable of ripping a human apart in moments. Their speed and ability to blend into the shadows are unparalleled among mortal creatures, and their footsteps are always silent, regardless of the terrain. Instinct: Destroy the enemies of the Greater Dark
- Dismember prey
- Hide invisibly within the shadows
- Call additional Nightpads to its aid
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Journeyman Thieves Group, Stealthy, Intelligent, Hoarder Knives (d8 damage) 6 HP 1 armor Close, Near Recently-initiated members of the Greymoore Thieves Guild typically travel in small groups for protection and are assigned all the dirtiest jobs. Higher-ranking thieves often use groups of them as distractions or muscle on dangerous tasks. Instinct: Steal whatever isn't nailed down
- Snatch an item of value
- Cause a distraction
- Escape into the shadows