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Bheur (Winter) Hag Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Cone of cold (d8 damage) 12 HP 0 armor Close, Reach, Ignores Armor, Near Bheur hags, or winter hags, are evil fey that live for the sadisms of bringing on early winter to freeze whole communities and starve them to death. With incredible control over cold and ice, they can change any season to winter, blow away whole abodes with icy storms, and freeze with just a touch. Instinct: To bring about icy doom for pleasure
- Provoke deep winter
- Appear as a crone
- Strike with icy sorcery
- Freeze in place with icy storm
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Fossergrim Solitary, Magical, Devious Longspear (d8 damage) 12 HP 2 armor Close, Reach Special Qualities: Swim and breathe underwater A handsome fey with long white hair and striking blue eyes, the Fossergrim are reclusive guardians of waterfalls. Though often neutral and willing to help visitors or the thirsty, they are merciless to those who pollute their waterway. While inside their waterfall or pool, it's nearly impossible to spot them as they shimmer and blur into glittering water. They strike from within with magical longspears and may even magically use the waterfall to crush and drown its enemies. Instinct: To defend its bound waterfall
- Assist the polite
- Become the waterfall
- Blurs into the water
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Abigors Hetzer Group, Planar, Terrifying Biss (b[2d8] damage) 10 HP 1 armor Close Special Qualities: Terrorheulen (-1 ongoing bis überwunden) Instinct: Töten von Abigors Feinden und rauben ihrer Seele
- Beute jagen
- Die Spur nicht verlieren
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Nebelhexe Solitary, Stealthy, Magical, Intelligent, Terrifying, Anführer 2 Klauenhieb aus dem Hinterhalt (d10 damage) 22 HP 0 armor Close Special Qualities: Irres Flüstern im Nebel (-1 aud WIS oder INT) Instinct: Männer töten
- Baphomet verehren
- In Nebel auflösen
- Würgende Nebelschwaden beschwören (1d6 bis befreit)
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Professor Marketh Rasmodius Solitary, Magical, Devious, Intelligent Disorient (spell) (d8 damage) 20 HP 0 armor Close Professor Marketh Rasmodius helped you. He taught you how to survive the Mnemos; you watched him implant happy memories into Mnemos-affected men so they would die at peace; he gave you all known writings about the Mnemos to help you on your journey. Frankly, he doesn't want to hurt you. He hates Ailouros more than everything else in this godforsaken reality, but he offered him something he couldn't refuse: freedom from the clutches of the state, freedom from the College he so despises, freedom to study the phenomenon that has occupied every thought in his brain for a millenium. And you're in his way. Instinct: To control the Mnemos
- Implant false memories
- Disorient
- Manipulate time
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Prime Minister Ailouros Solitary, Magical, Stealthy, Intelligent Rifle (b[2d10+2] damage 1 piercing) 12 HP 4 armor Close, Near, Far You never trusted Prime Minister Ailouros, but you didn't think it would come to this. Somehow, like all the others, you believed he wanted the best for Phainomora, and could be convinced to hold off on his more destructive projects. How wrong you were. As he levels his weapon at you, an abomination of metal and fire, his expression just as cold and calculating as it was when he first called you to Heraclea, you ready yourself to fight. You notice something peculiar, though; he wears a vest made of thick fibers, an ugly thing among the stark *perfectness* of his suit. Perhaps it's dangerous, perhaps not; you don't have much time to find out as a loud *BOOM* cracks through the air. Instinct: To usher in a new age of industry
- Exploit a natural resource
- Manipulate subordinates
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Crystal Bandit Group, Organized, Intelligent, Cautious Attack 1d8 6 HP 2 armor Close, Ignores Armor A Crystal Bandit is a member of the Reaver Collective charged with figuring out the best applications of crystal mutations to augment humans into more powerful warriors. Many of the test subjects are unwilling. The crystal bandit herself may have small augmentations from applying crystalline waters to herself, but primarily she has attached crystal pieces to herself externally. This is both to help the group scare off intruders and to help in combat, if it happens. Instinct: Protect expirements
- Scare off interlopers
- Call for help
- Crystal blade (d8+2 damage 2 piercing)
- Crystal Plates (+1 armor)
- Crystal Eyes (darkvision)
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Water elemental Solitary, Magical, Devious, Amorphous Concussive wave (d6 damage) 19 HP 3 armor Close, Reach, Near These elementals typically resembled a cresting wave of water. They could easily disappear within a body of water, becoming indistinguishable from all other liquid. Instinct: To create turbulence
- Wash away
- Knock them over
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Attack Dog Horde, Small Bite (d6 damage) 3 HP 0 armor Close A fierecely loyal hound often employed to protect areas or to guard specific resources Instinct: To obey its master
- Drag victims down
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Guard Hyena Group, Small, Organized Bite (d8+4 damage) 6 HP 0 armor Close, Forceful Guard dogs of the Gold Rose Mansion Instinct: Kill intruders
- Track- They have an incredible sense of smell. Get too close and they will never stop tracking you…
- Howl