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Dusk Wasp Scout Group, Tiny, Stealthy, Intelligent, Planar Short sword (b[2d8] damage) 6 HP 1 armor Hand, Forceful Special Qualities: flight, wall-walking The Dusk Wasp Scout seeks the nests of other insects and corrupts their nurseries, using the lifeforce of nascent insects to pull additional Dusk Wasps through the veil between the Shadow Plane and other worlds. They are large matte black vespids, are extremely difficult to see in the darkness, and are vicious hunters. Scouts typically vest themselves in dark plant fiber woven armor and carry obsidian-flake short swords. Instinct: to infiltrate.
- Assess for structural and social weaknesses
- Attack unseen from shadows
- Tear at the border between this world and the Shadow Plane
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Honeybee Laborer Horde, Tiny, Organized, Intelligent Knife (d4 damage) 3 HP 0 armor Hand Special Qualities: flight, wall-walking The Honeybee Laborer is accustomed to working within the Hive, specializing in some area of honey and pollen storage and processing. She may be a baker, brewer, carpenter, porter, wax carver, etc. Garbed in her workers clothes and often armed with naught but a simple knife, the Laborer is better suited for her trade than combat. Instinct: to protect the Colony.
- Work alongside her sisters to accomplish surprising accomplishments
- Stand strong alongside her sisters
- Use her mobility to her advantage
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Honeybee Dragoon Group, Tiny, Organized, Intelligent Lance (d8 damage 1 piercing) 6 HP 2 armor Hand, Reach Special Qualities: flight, wall-walking A proud warrior woman who serves her Hive by protecting her Sisters and Elder Mother. She dons wax-scale armor, wields a pine needle lance, and is known to charge in formation with her spear-sisters. Fiercely loyal and cognizant of how close she is to the end of her life cycle, a Dragoon will give her life before she allows harm to come to the next generation of her sisters. Instinct: to defend the Hive.
- Charge in flying with lance held forward
- Call on her sisters to avenge a blow against her
- Use mobility to her advantage
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Josephus Blackadder Solitary, Magical, Cautious, Intelligent Air magic (b[2d10] damage 3 piercing) 18 HP 7 armor Close, Reach, Near, Far Special Qualities: Can transfer health to self, Shielded by battlemage An ancient elf about as old as they get. But don't let that fool you, he hasn't lost a single step. A powerful mage who's kept alive and in power for a reason. He's tough, he's smart, and he really likes being alive. Instinct:
- Devastating magical attacks
- Can use air and blood magic
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Elder Order Shade Horde, Devious, Organized Honed crystalline claws (b[2d4+1] damage 1 piercing) 11 HP 2 armor Close, Forceful Those poor souls who, willingly or not, were left in the chamber with Al-Sherbhal when the seal was placed upon the inner sanctum of the temple. Some were likely already corrupted then; others were almost surely there knowing that their eternal sacrifice would save the world from the law-madness of the "Lord of Chaos." So thoroughly law-choked, they must crack their own crystals to move, making an eerily pretty sound were it not for the menace in their unmoving, faceted eyes. Beware their claws--Al-Sherbhal's "law" knows no mercy and no forgiveness for the "sin" of mortal choice, of freedom, of joy outside the strictures of the Divine Plan. Instinct: Destroy disobedience
- Serve its master, the
- The compulsion of law's touch is strong
- An injured shade may call on others to join
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Al-Sherbhal, the Lord of Chaos Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Terrifying, Amorphous A fiery swift sword (b[2d10+6] damage 3 piercing) 29 HP 5 armor Forceful, Ignores Armor Special Qualities: Its gaze can strike fear. Once, Al-Sherbhal was known as a dedicated Servant, who knew the value of mercy in tempering the sharp edge of justice. Once, Heart-Keeper knew that the destruction of what should not be, of evil, was a lesser thing than the conversion of that evil into good. Once, this was a shining beacon of the good that order can bring. Once. Now, Al-Sherbhal is a wounded, broken thing, a danger to all mortal life. Weak from centuries of imprisonment and enraged at the "betrayal" of mortal-kind, the "Lord of Chaos" has vowed to cleanse the world of all disobedience and disorder, no matter the cost. Woe betide us, should the Lord of Chaos rule. Instinct: To pass judgment
- Bind with laws and rules
- The silver tongue of a fallen angel is mighty indeed
- Hieromancy: the magic of rules
- Its touch infects others with the order-crystals
- It was a Servant, and still holds a bit of the power of Creation.
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Neh-thalggu Solitary, Large, Magical, Intelligent, Planar, Terrifying Bite (d10 damage) 16 HP 1 armor Special Qualities: Doesn't need air Known throughout the multiverse as brain collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities. Neh-thalggu are born in the nightmarish Far Realm, but they spread across the Astral Plane and find their way onto the various worlds of the Material Plane, where brains are much more abundant. A neh-thalggu has a bulbous body and six legs resembling those of a crustacean. Four bulging eyes and a tooth-filled maw dominate its hideous visage. Behind and above these features, one or more lumps protrude from its body, each one containing a brain the neh-thalggu has consumed. After a neh-thalggu kills a victim, it uses its pincers to cut open the victim's head and remove the brain. It then swallows the brain whole. The collected brain is stored inside one of several pockets in the neh-thalggu's head. Once it has collected twelve brains in this fashion, it is overcome by an urge to return to the Far Realm and begins devoting all its energy to finding a way home. In an encounter with a neh-thalggu, roll a d12 to determine how many brains it has already collected. Instinct: Collect brains
- Psychically incapacitate an enemy
- Remove brain
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Psurlon Ringer Group, Stealthy, Intelligent, Planar Daggers (d8 damage) 6 HP 0 armor Close A psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it wants to imitate. It then enters a psionic trance for 8 hours, at the end of which it takes on the appearance of the creature it ate. The psurlon gains that creature's memories and languages, but none of its class features or other abilities. The transformation is permanent and can be undone only by a wish spell. Despite appearances, the psurlon ringer is still an Aberration, and other psurlons recognize it for what it is. Instinct: Lure creatures to its pack
- Lure adventurers
- Attack telepathically
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Psurlon Group, Stealthy, Intelligent, Planar Bite (d8 damage) 6 HP 1 armor Close Psurlons are malevolent, wormlike creatures that live on the Astral Plane. A fully grown specimen is 7 feet long. They have legs that end in hooves and arms that end in hands with three long fingers. A psurlon's eyeless head resembles that of an earthworm, capped by a maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons. Psurlons live for thousands of years because they spend most of their time in the Deep Astral. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don't mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their intended victims. On the Material Plane, psurlons have been known to work with mind flayers. Together, they collect victims to feed on; the illithids devour the victims' brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Deep Astral wherever they are found. When a psurlon dies, other psurlons store the corpse in a safe place. As the corpse decays, the psurlons lay one or more eggs inside it. These eggs hatch 24 hours later, each one producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon. Instinct: Devour flesh
- Hide in shadows
- Attack telepathically
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Dryad Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder Whipping vines (d8 damage 2 piercing) 12 HP 4 armor Close, Reach, Near Special Qualities: Merge into the mushroom The dryad sits at the center of the Grove. Her magic springs from the Grove, and the Grove is sustained by her magic. They are one. Betrayed by her sister Zosia and bound to the Grove, she who was once Mabel Blackheart seeks revenge and to spread her influence across the Shifting Marsh! Instinct: To expand the grove
- Sprout new growth
- Emerge from a mushroom in a new location
- Entice a mortal to her aid