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Tremian Stormsurger Group, Small, Stealthy, Devious, Intelligent, Hoarder Tremian macuahuitl (b[2d6] damage 2 piercing) 6 HP 0 armor Close Special Qualities: Can swim through clouds Tremians are halfling-sized platypus people, with a culture inspired by that of the Aztec/Maya/Inca civilizations. Stormsurgers sneak through the clouds, through the paths that Cloudcallers build for them. Like rogues, they go for the backstab and target the weakest of the group first. All Tremians have venomous spurs that they can use in a pinch; these spurs have a range of different poisons depending on the family line. Instinct: Eliminate threats to their way of life
- Dart through a path
- Deceive using clouds
- Venom spur (swap allegience/double damage)
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High Weaver Solitary, Large, Magical, Divine, Devious, Intelligent, Hoarder, Terrifying Medallion of Dreams (b[2d8+2] damage) 16 HP 6 armor Ignores Armor, Near, Far Special Qualities: He has seen into the pit The charismatic mage unleashes his demonic power upon them. He is a mix of martial prowess and magic attacks that can literally make you loose your sanity. Instinct: To prevail
- Unleash demonic powers
- Summon Demon Prince power
- Make them crazy with demonic powers
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Inquisitor Group, Large, Divine, Magical, Intelligent, Cautious Morningstar (b[2d8+4] damage 1 piercing) 10 HP 3 armor Near These are the enforcers of the Order, wielding both arcane and martial prowess to silence dissent and ensure obedience within the cult. They may have been former members of the Order who embraced the new teachings with ruthless enthusiasm. Instinct: to punish
- Enforce obedience within the cult
- DominaciĆ³n mediante la magia "Imperio"
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Zealots Horde, Stealthy, Organized, Intelligent Fists (d4 damage) 3 HP 0 armor Close These are the most numerous Fanatics, their minds warped by the Order's twisted teachings. They blindly follow the High Weaver's commands, their fervor making them dangerous combatants, even if not the most skilled. Instinct: to obey
- blindly follow the High Weaver's commands
- Dirty fight tricks
- Sound an alarm
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Kitchen Sink Solitary, Huge, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder, Planar, Construct, Terrifying, Amorphous TAKE HP (b[2d10+9] damage 4 piercing) 33 HP 8 armor Reach, Forceful, Ignores Armor, Near, Far Special Qualities: HP!, NOT ENOUGH HP, Ew, not enough HP This is a test monster to see what the maximums for the generator are. Instinct: ALL THE HPs!
- Testing what happens if you throw everything but the kitchen sink at monster creation
- More HP than you think probably
- MOAR HP
- YOU CAN"T KILL IT
- NEED MOAR HP
- THE ESSENCE OF HP
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Hundred-handed Nightmare Solitary, Huge, Magical, Intelligent, Planar, Terrifying Too Many Fists (d10+3 damage) 28 HP 3 armor Reach, Near Special Qualities: Unbreakable Arms, Disquietingly Large Number of Arms Who would have a nightmare about a creature with too many, unbreakable arms? The gansa, presumably. But do they have nightmares? Demonstrably, yes. Now who let this thing into our world, and why? Instinct: To arm
- Cause Arms to Sprout on All That You Touch
- Control All Arms In Your Presence
- Grow Ever More Arms
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Marrowwight Nightmare Solitary, Huge, Magical, Intelligent, Planar, Terrifying Halberd-blade Hands (d10+5 damage 1 piercing) 28 HP 3 armor Reach Special Qualities: Aura of Spatial Distortion, Aura of Inevitability Some nightmares are very specific. Incredibly so. Nonetheless, the nightmare about being decapitated and imprisoned forever in your own castle once more can be quite potent if enhanced by the raw power of nightmare itself. Now if one were to draw forth such a thing from the realm of dreams... you should hope you don't encounter such a strange and dangerous thing. Instinct: To Restrain and Torment
- Imprison Victims in an Otherdimensional Space
- Decapitate With Great Aplumb
- Manifest and Control Balefire
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Death of Lycanthropes Solitary, Huge, Magical, Planar, Construct, Terrifying, Amorphous Fists of Cold Iron and Wolfsbane (d10+7 damage 1 piercing) 31 HP 4 armor Reach, Forceful Special Qualities: Hybrid Construct-Living Nature, Body of Cold Iron and Wolfsbane, Anti-magical Aura Lycanthropes have few nightmares. An automaton made specifically to combat them is among them. Of course, the nightmare itself is stronger than any real construct of such a type could be. Baffling then it would be if one could be plucked from the nightmare itself. Instinct: To Torment Under the Image of 'Orders'
- Follow Orders That It Would Have Been Expected To
- Inflict Agony Upon Lycanthropes
- Sense Lycanthropes Unerringly
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Nemesis of Chaos Solitary, Huge, Magical, Intelligent, Planar, Terrifying, Amorphous Calcifying Touch (b[2d10+3] damage) 31 HP 7 armor Reach, Ignores Armor Special Qualities: Aura of Profound Order Order is good... generally. But there are limits. Limits beyond mortal comprehension. Although who would find this nightmarish is another question. Either way the fact that a nightmare like this can venture into the waking world is troubling enough. Instinct: To Order
- Inflict Order Upon Your Surroundings
- Simplify With But A Gesture
- Punish Chaos
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Blazing Conflagration Solitary, Huge, Magical, Planar, Terrifying, Amorphous Burning claws (b[2d10+7] damage 1 piercing) 31 HP 4 armor Reach, Forceful, Near Special Qualities: Nightmarish Form A nightmare of fire and form, drawn forth from the dream world and given terrible presence and terrible purpose. Why else does the barrier between the waking world and dream exist? To keep things like this out, of course! Instinct: To consume
- Unleash an Inferno
- Consume flesh and wood for power
- Become one with the flames