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Shambler Group, Magical, Intelligent, Planar cold, life-draining touch (d8 damage) 14 HP 4 armor Hand, Ignores Armor They travel in groups after dark, from the wastes into bastions of civilization. After the bell tolls, all lock themselves indoors, because the Shamblers cannot enter uninvited. Some think they are vampires, some think they are manifestations of cursed souls. Instinct: to consume life force
- Immobilize with terrifying gaze
- Cause darkness and fear
- Retreat well before sunrise
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Consort of Bothshevell Group, Intelligent, Terrifying strangling limbs (d8 damage) 6 HP 0 armor Close, Ignores Armor Special Qualities: joints that can move in any direction, long snake-like tongue The Flesh Lord Bothshevell transforms its most attractive followers into consorts. Their bodies are twisted by the ritual, leaving them with undulating, snake-like tongues, and lengthened limbs with extra joints that can move in any direction. When forced to fight, they prefer to strangle foes with these unnatural appendages. Instinct: to strangle
- Wrap twisting arms around their neck
- Squeeze the life out of them
- Spew blasphemous invectives about their master
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Bothshevell Flesh Devil Solitary, Magical, Stealthy, Divine, Intelligent, Planar The Id Whip (d12+4 damage 1 piercing) 18 HP 4 armor Close, Reach, Ignores Armor, Near The Flesh Devil is a manifestation of Bothshevell, the Dark Power of the Flesh. When you first see it, it might appear as an impossibly gorgeous woman, of a strikingly handsome man, but always with ebony black skin and hair, and a cruel smile. The next time you see it, it's sex has likely changed. This Devil delights in corrupting pure souls, and using human's baser impulses against them in an effort to complete that corruption. Instinct: to corrupt
- Confuse and daze with a penetrating stare
- Plant a lascivious suggestion in the back of someone's mind
- Caress flesh with a touch that pleasures and burns
- Disarm a foe by calling out their basest carnal desire
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Devil Worshiper Group, Stealthy, Devious, Organized, Intelligent ritualistic dagger (d6 damage) 6 HP 0 armor Close, Far Often times necromancers, evil high priests, or other powerful individuals who consort with diabolical forces gather support among the common folk, those who wish to garner a devil's favor for their own gain or twisted reasons. These cultists are fanatically loyal, treacherous, and quite often psychotic. However, they hide in plain sight during the daylight hours, and could be the the local armorer, cheesemaker, or town guardsman. Instinct: to gain a devil's favor
- Reveal a blasphemous occult mark
- Offer poisoned food and wine
- Cloud minds with words from their dark master
- Summon thralls or other cultists
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Animated Clothing Group, Stealthy, Amorphous strangulation (d8 damage) 13 HP 1 armor Close Those with mastery of certain occult forces can ensorcel their wardrobe with a potent spell, causing the clothes to animate as soon as an interloper steps completely inside. The attack is sudden and brutal, as the sleeves attempt to strangle, the pants legs slap, and the belts whip the intruder. Instinct: to guard
- Wrap tightly around the head, blinding foe
- Wait until they enter the closet, then attack
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Shadow Warrior Group, Magical, Planar, Terrifying cold, shadowy claws (d8 damage 1 piercing) 9 HP Close Special Qualities: shadowy form Some necromancers have learned forbidden rites that can extract the darkest core of a tortured prisoner's soul. This wraith-like presence manifests as a shifting and shadowy black form with dagger-sharp claws. These Shadow Warriors are bound to follow the commands of their creator. Instinct: to kill
- Burst into a cloud of necrotic mist when killed
- Pass through the narrowest of cracks
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Corpse Golem Solitary, Construct, Terrifying sledgehammer fists (d10+4 damage) 20 HP 1 armor Close, Forceful The product of experiments in necromancy and mad science. The most potent parts of deceased corpses, arms of a strangler, legs of an athlete, and sometimes animals, are stitched together and reanimated through foul necromancy. These reanimated monsters serve their creator until something causes their vestigial mind to snap, at which point they run amok. Instinct: to serve its master
- Absorb arcane energies and use those forces to bolster its strength
- Horrify with its blasphemous visage
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Abominist Cultist Group, Magical, Devious, Intelligent, Hoarder flasks of alchemist's fire (d6 damage) 6 HP 1 armor Close, Near, Far This Cult of Abominus is ever mentioned only in hushed tones, and many are skeptical of its existence. Its members are said to have unlocked the secret rites of the God of Change himself, and apply these secrets to mold horrors and monstrosities that they sell to the highest bidders. Instinct: to breed abominations
- kidnap pregnant females
- summon and command abominations
- conduct twisted rituals that alter the unborn
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Bladewhirler Group, Intelligent Two long blades and two daggers (b[2d8+4] damage 1 piercing) 6 HP 4 armor Close, Forceful Special Qualities: four arms The product of arcane experiments on the unborn, these Empire super soldiers have four arms, each of which attacks with a slicing blade. The upper two arms employ short swords and the lower two daggers. These soldiers are trained from birth and can wield the four blades effectively simultaneously. Instinct: to cut down enemies
- Slash several targets with flashing blades
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Degenerate Cannibal Group, Stealthy, Devious, Organized, Intelligent, Hoarder, Terrifying Sharpened fingernails and bite (d6 damage) 6 HP 0 armor Close Special Qualities: Blood-stained, rotting maw They exist in primitive societies in the underground mazes. Their ancestors may have been prisoners or trapped miners. But now they are twisted cannibals with wiry frames and crazed eyes, and reeking mouths full of rotten teeth, stained with the dried blood and flesh of their victims. Instinct: to feast on human flesh
- Use fingernails like scalpels
- Stage a distraction or lay a trap
- Transmit cannibal fever
- Shriek for reinforcements