-
Orestes, el Forjador Loco Solitario, Enorme, Mágico, Divino, Inteligente, Cobarde, Planar, Aterrador Garras como cuchillas, tecnología de Carcosa (b[2d12+7] damage 1 piercing) 60 HP 7 armor Alcance, Impactante, Ignora armadura, Lejos Special Qualities: Mutado y engrandecido por la magia oscura de Carcosa, 8 Brazos, Harapos, cuelga bocabajo Orestes, el Forjador Loco. Nació sin la habilidad requerida para crear eras y continentes tan perfecta como la del resto. Se dice que se exilió de Levaryck durante eones y, cuando volvió lo hizo completamente loco, habiendo modificado y reforjado su cuerpo de formas horrorosas. Se dice que tan retorcido era su nuevo ser, que necesitaba colgar bocabajo para poder existir. Desoyendo al resto de Forjadores, Orestes comenzó a crear su megápolis de pesadilla, sepultando al Océano Primordial del mundo y creando habitantes tan horrendos como él. Cobarde, maquinador e inteligente, tiene pleno control sobre Carcosa gracias a los rituales mágicos con los que imbuyó su creación. Se encuentra atrapado en un bucle temporal que él mismo creó para evitar la muerte. Es una enorme figura humanoide envuelta en harapos amarillentos que cuelga bocabajo de la cima de la Torre de las Híades. Tiene 4 pares de brazos contrahechos, alargados y elongados, y nadie puede imaginar las terribles deformidades que esconden sus andrajos y vendas. Instinct: Alzar Carcosa de nuevo
- El Rey Colgado de Carcosa
- Utilizar a su antojo la ciudad como parte de su cuerpo.
- Atrapado durante milenios en un bucle
-
Mr. Hundred Solitary, Stealthy, Intelligent 99 daggers (b[2d10+2] damage 1 piercing) 12 HP 0 armor Close Instinct: To gain the upper hand
- Pincers to the throat
- Tangle through their legs
-
Quetzalcoatl Solitary, Large, Stealthy, Magical, Intelligent, Hoarder Bite and tear (b[2d10] damage 2 piercing) 16 HP 2 armor Special Qualities: Flight Giant feathered serpents, soaring through the clouds. Fiercely protective of their territory, most easily avoided by travelling on the ground and keeping in the shelter of bushes and shrubs. They have an amicable relationship with the locals, who seem to be trying to gradually train and domesticate them. Instinct: To patrol and protect it's territory
- Swoop in and swirl back
- Shimmering plumage camouflage
- Emit a powerful rainbow flash from it's maw, dazzling and blinding
-
Apple Wyrm Group, Huge, Stealthy, Divine Teeth like swords (b[2d10+9] damage 4 piercing) 20 HP 2 armor Reach, Forceful, Ignores Armor As large as the largest trees of Asgard. Skin like ironwood bark and a flame that could melt iron, indistinguishable from a mundane tree, aside from the large golden growths resembling apples that grow from their scales. While one is formidable in its own right, The Orchard where Idun rules contains numbers innumerable. Instinct: Defend immortality
- Burn those that would encroach on the orchard.
- Strike from the trees
-
Kalarel the Vile Solitary, Divine, Magical, Intelligent Spell attack (d10+2 damage) 12 HP 0 armor Close, Near, Far Instinct: Summon Thing
-
Mimic Solitary, Small, Stealthy, Amorphous Bite (d10 damage) 15 HP 1 armor Hand Special Qualities: Shapeshifter These amorphous shapeshifters lurk in the odd corners of the world where they lure in prey by shifting into things of value. Once something reaches out and touches the mimic these creatures attack whatever is contacting it and consume it. Their skin is sticky holding those that touch them. Instinct: To consume
- Shapeshift into valuables
- Adhere and attack
-
Sunken Hoarder Solitary, Huge Crushing Grasp (d10+5 damage) 20 HP 1 armor Reach, Messy, Forceful Special Qualities: Underwater Breathing, Tentacles These huge creatures spend their time sitting on the ocean floor looking through their hoard of detritus. Once disturbed however they swim to the surface where they tower over all that moves above. They demand tribute from all that pass through their domain and failure to do so will result in you joining their hoard. Half rocky, covered in barnacles, their troll like appearance is deceptive. If their hands don't crush you their lower tentacles will surely bring you to a watery grave. Instinct: To hoard
- Demand toll
- Grab and crush
- Drag down
-
Fallen Adventurers Group Cold and Pitted Steel (b[2d8+2] damage) 6 HP 4 armor Close Special Qualities: Puppet The party made it inside the forgotten tomb only to die immediately. They all wear scale mail, and the leader wields the "Fate Cutter" but can't use it beyond a simple longsword as its intelligence is long gone. Instinct: to follow orders
- Move unpredictably
- Sacrifice one member to lock down an enemy
-
Wight Solitary, Intelligent, Hoarder, Terrifying Longbow (b[2d10+2] damage) 14 HP 2 armor Close, Reach, Near, Far Special Qualities: Emaciated rotting flesh The horrifying visage of the wight grants them an advantage as its prey often freezes in place upon seeing it. Though no longer able to speak, its intelligence is clear in the tactics it uses when it does need to get into a fight. Instinct: To destroy the living
- Raise those it has recently slain
- Recover by draining life out of a creature it can touch
-
Serpent's Eye Alchemist Group, Stealthy, Magical, Devious, Intelligent, Hoarder Alchemical grenade (d6+2 damage 2 piercing) 14 HP 3 armor Close, Forceful, Near Alchemists working for the Serpent's Eye, trusted with the secrets of how to make the dragon-blood "steroids". You don't have to be crazy to be one of them....but it certainly helps. That they've been partially transformed also helps. Clearly fond of experimenting, and adventurers make great test subjects. Instinct: Dissolve the bonds and barriers of society
- Concoct alchemical solutions...and alchemical problems.
- Grenades can blind or bind as well as blow up
- Alchemy solves EVERYTHING!!!
- Acid and fire that linger on armor and skin