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Dormorian Cultist Group, Devious, Intelligent, Terrifying Rusty, serrated edge (d6 damage) 6 HP 0 armor Close Special Qualities: Immune to diseases it spreads, Leprous skin Sickness incarnate. Sweet, beautiful sickness, plucking the flower of life, inhaling its rich vapors. Instinct: To cause suffering
- Abduct, torture, spread disease
- Exposure can cause illness/diease
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Dormorian Pitmaster Single, Magical, Intelligent A rusty, serrated weapon (d8 damage) 10 HP 0 armor Close Special Qualities: Immune to poisons & disease The lot of all is to suffer. I will ensure they do so. It is written in our stars, and in the scars upon our skin. Instinct: To infect
- Spread sickness and disease
- Debilitating magic
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The Hag Seers Group, Stealthy, Magical, Intelligent, Hoarder Wild Flames (d8 damage) 7 HP 1 armor Close, Ignores Armor, Near Special Qualities: Four Arms to Cast Spells "When I saw the gray feathers, my shivers warned me that they were coming again" Instinct: Collect Unfair Tributes
- See your Future for a Price
- Pull Out a Predicted Item
- Cast a Wild Pyromancy
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Poison Shell Crab Group, Large, Poisonous Poison Sting & Claws (d8 damage 1 piercing) 14 HP 2 armor Close Special Qualities: Hard shell The Anemone climbed the Crab's Shell, they joined together. The crab provides food, the sea anemone provides protection. Together, they protect themselves and the sea. Instinct: To Protect the Sea Kingdom
- Crush Bones
- Gush Water
- Sting Paralyzing Poison
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Rasmukkan, the Beast-Blade Solitary, Large, Magical, Intelligent, Hoarder, Planar A steel sword tempered in blood (b[2d12]+3 damage 4 piercing) 16 HP 4 armor Close, Reach, Messy Special Qualities: Leonine Grace and Power The lionesque body of this demon, yet with its scales and cracked flesh - its white pupiless eyes and eternal smirk, it all moves with an eerie grace. Aeons of honing and training have lead for a singular determination to shatter the hopes and dreams of the mighiest warriors that it might fall upon, and adding insult to injury by adding their souls to its collection. None have ever managed to bind nor command Rasmukkan, for it is ancient, and its steel blade has tasted the flesh of many - the pommel stone ready for the soul of any it has decided that it has defeated. So powerful is its collection of defeated souls that some significant villains are said to be amongst its trophies. Rumour has it that Rasmukkan seeks one thing beyond preying upon those that think they are skilled at arms, or following its heart for love and lust (even a peerless swordsdemon still feels the need for companionship after all), it is said that it seeks an ancient artifact from when it was young. Possessing of many names, one of which is the Soul Crucible - tales tell of its impossible powers... let us hope that Rasmukkan never finds it, and simply gives into its baser urges... Instinct: To amass souls
- Trap the soul of a victim in a gem
- Use captured souls to fuel awe-inspiring soul magic
- Unleash a terrifying display of infernal martial arts
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Necromancer Solitary, Magical, Devious, Organized, Intelligent, Hoarder Control monstrosities (d6 damage) 16 HP 0 armor Close, Ignores Armor, Far A dread necromancer performing vile acts to living creatures Instinct: To transform the living
- Blight the Living
- Corrupt the living
- Corruption of flesh
- Summon undead
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Hukai’po Horde, Divine, Amorphous Archaic weaponry (d6+2 damage 1 piercing) 12 HP 1 armor Close, Ignores Armor, Near Special Qualities: Undead nature Night Marchers are ghostly apparitions of a band of beings who move with purpose to the beat of primitive pounding drums. Some say they are armed spirit warriors en route to or from battle, toting archaic weaponry and clothed in decorated helmets and cloaks. Other accounts tell of high-ranking ali'i (ruler) spirits being guided to places of high importance or to welcome new warriors to join in battle. Perhaps these restless souls are looking to reclaim rightful territory, replay a battle gone awry, or avenge their own deaths. Some say the Night Marchers are searching methodically for an entrance into the next world. Night Marchers are said to roam through very specific locations and are often recognized by their raised torches and repeated olis, or chants. Although there have been a few scattered reports of daytime marches, these apparitions appear to be most active at night and are said to march on certain nights designated by the moon. And although the Night Marchers allegedly float a few inches off the ground, some local accounts tell of seeing mysterious footprints in their path after they have passed. - To- Hawaii.com Instinct: To walk a trail
- Reenact a Hawaiian battle
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Shadow King Solitary, Magical, Stealthy, Organized, Hoarder Roar of the Dragon King (d8 damage) 16 HP 4 armor Close, Far A warrior in lacquered wooden scale-mail stands tall surveying the field. His skull yellowed with age lacks all flesh and hair. Unmoving he stands and plots. With a wave of a hand the ground rips open as hands with rotting flesh pull pull it apart. The land vomits forth a horde of the unliving and the skull turns towards you as a golden flame gathers in each of its hands. Instinct: To restore their people at any cost
- Ancient magic of the Dragons
- Always has an escape route at hand
- Command the obedience of the dead
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Forsaken Apprentice Solitary, Magical, Terrifying, Amorphous Curse of freezing pain (d8 damage) 23 HP 5 armor Close, Ignores Armor, Near Special Qualities: Undead Reanimation., Aura of despair. The young mages that get lost in deep tomb or fall prey to magic beyond their skill sometimes come back to seek vengeance on those who should have saved them. Instinct: To seek vengeance on those who abandoned them
- Blast half learned hate fueled magics
- Mimick a spell in with dangerous results.
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Hidebehind Solitary, Magical, Stealthy, Devious, Planar Shadow Cougar Claws (d8 damage) 12 HP 4 armor Close, Far The Hidebehind is a nocturnal fearsome critter from American folklore that preys upon humans that wander the woods, and was blamed for the disappearances of early loggers when they failed to return to camp. As its name suggests, the Hidebehind is noted for its ability to conceal itself. When an observer attempts to look directly at it, the creature quickly hides behind an object or the observer and therefore cannot be directly seen. The Hidebehind uses this ability to stalk human prey without being observed and to attack without warning. Their victims, including lumberjacks and others who frequent the forests, are then dragged back to the creature's lair to be devoured. The creature subsists chiefly upon the intestines of its victim and has a severe aversion to alcohol, which is therefore considered a sufficient repellent Instinct: To bring mortals to its realm
- Grabbed from nowhere and dragged there too.
- Where did it go ? In a blink it can hide anywhere.
- Out of Sight Out of Mind - when a lone victim is grabed they are moved to the creatures lair instantly
- Back to the lair, the beast rips its victims out of their plane of existance and drops them in a pocket dimension.
- Calls from the future - the hide behind can call out in voices that don't yet exist.