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Nightmare Horde, Large, Magical, Terrifying, Planar Trample (d6+1 damage) 7 HP 4 Armor Close, Reach Special Qualities: Flame and shadow The herd came from a pact made in the days when folk still inhabited the Blasted Steppes. Horselords, they were, who travelled those lands. Born in the saddle, it was said. One of theirs, in a bid to dominate his peers, made a black pact with some fell power and traded away his finest horses. He had some power, sure—but what’s a thousand year dynasty when a life is so short? Now the fiends of the pit ride on the finest horses ever seen. Coats of shining oil and manes of tormented flame: these are steeds of hell’s cavalry. Instinct: To ride rampant
- Sheath a rider in hellish flame
- Drive them away
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Larvae Horde, Devious, Planar, Intelligent Slime (w[2d4] damage) 10 HP 0 Armor Close Those who have seen visions of the Planes Below, and survived with their sanity intact, speak of masses of these writhing wretches. Maggots with the faces of men and women, crying out for salvation in a nest of flames. Sometimes, they can be goaded out through a rip in the planar caul and emerge, wriggling and in torment, into our world. Once here, they spread misery and sickness during their mayfly lives before expiring into a slurry of gore. All in all, an enticement to do good deeds in life. Instinct: To suffer
- Fill them with despair
- Beg for mercy
- Draw evil attention
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Inevitable Group, Large, Magical, Cautious, Amorphous, Planar Hammer (d10+1 damage) 21 HP 5 Armor Close, Reach Special Qualities: Made of Order All things come to an end. Reality bleeds from the cut of entropy’s knife. At the edge of time itself stand the inevitable. Massive, powerful and seemingly carved from star-stuff themselves, the inevitable intervene only where magic or calamity have undone the skein of fate. Where the arrogant and powerful boil the substance of destiny away and seek to undermine the very laws of reality, the inevitable arrive to guide things back to the proper order. Unshakable, seemingly immune to mortal harm and utterly enigmatic, it is said that the Inevitable are all that will remain when time’s long thread has run out. Instinct: To preserve order
- End a spell or effect
- Enforce a law of nature or man
- Give a glimpse of destiny
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Imp Horde, Planar, Intelligent, Organized Flame gout (d6 damage, ignores armor) 7 HP 1 Armor Close, Near, Far These tiny observer-demons often act as a first-time binding subject by neophyte warlocks. They can be found infesting arcane cabals, drinking potions when no one watches, and chasing pets and servants with tiny pitchforks. A caricature of true demonhood, these little creatures are, thankfully, not too difficult to bind or extinguish. Instinct: To harass
- Send information back to hell
- Cause mischief
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Hell Hound Group, Planar, Organized Fiery Bite (d8 damage) 10 HP 1 Armor Close Special Qualities: Hide of shadow When one reneges on a deal, does not the debtor come for payment? Does the owed party not send someone to collect what is due? So too with the Powers Below. They only want what is theirs. A howling pack of shadows, flame and jagged bone, driven by the hunting horn. They will not cease, they cannot be evaded. Instinct: To pursue
- Follow despite all obstacles
- Spew fire
- Summon the forces of hell on their target
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Djinn Group, Large, Magical Flame (d8+1 damage, ignores armor) 14 HP 4 Armor Close, Reach Special Qualities: Made of flame “Stop rubbing that lamp, you idiot. I do not care what you have read, it will not grant you wishes. I brought you here to show you something real, something true. See this mural? It shows the ancient city. The true city that came before. They called it Majilis and it was made of brass by the spirits. They had golem servants and human lovers and, in that day, it was said you could trade them a year of your life for a favor. We are not here to gather treasure this night, fool, we are here to learn. The djinn still sometimes come to these places, and you must understand their history if you are to know how to behave. They are powerful and wicked and proud and you must know them if you hope to survive a summoning. Now, bring the lamp here and we will light it, it grows dark and these ruins are dangerous at night.” Instinct: To burn eternally
- Grant power for a price
- Summon the forces of the City of Brass
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Corrupter Solitary, Devious, Planar, Hoarder Secret dagger (w[2d8] damage) 12 HP 0 Armor Close “Surely, my good man, you must know why I am here. Must know who I am. You said the words. You spilled the blood and followed the instructions almost to the letter. Your pronunciation was a bit off but that’s to be expected. I’ve come to give you what you’ve always wanted, friend. Glory, love, money? Paltry things when you’ve the vaults of hell to plumb. Don’t look so shocked, you knew what this was. You have but one thing we desire. Promise it to us, and the world shall be yours for the taking. Trust me.” Instinct: To bargain
- Offer a deal with horrible consequences
- Plumb the vaults of hell for a bargaining chip
- Make a show of power
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Concept Elemental Solitary, Devious, Planar, Amorphous Special Qualities: Ideal form The planes are not as literal as our world. Clothed in the elemental chaos are places of stranger stuff than air and water. Here, rivers of time crash upon shores of crystal fear. Bleak storms of nightmare roil and churn in a laughter-bright sky. Sometimes, the spirits of these places can be lured into our world, though they are infinitely more unpredictable and strange than mere fire or earth might be. Easier to make mistakes, too—one might try calling up a wealth elemental and be surprised to find a murder elemental instead. Instinct: To perfect its concept
- Demonstrate its concept in its purest form
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Chain Devil Solitary, Planar Crush (d10 damage, ignores armor) 12 HP 3 Armor Close, Reach Do you think the phrase “drag him to hell” means nothing? It is unfortunately literal, in the case of the chain devil. Appearing differently to each victim, this summoned creature has but a single purpose: to wrap its victim up in binding coils and take it away to a place of torment. Sometimes it will come as a man-shaped mass of rusting iron, hooks and coils of mismatched links. Other times, a roiling tangle of rope or kelp or twisted bloody bedsheets. The results are always the same. Instinct: To capture
- Take a captive
- Return to whence it came
- Torture with glee
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Barbed Devil Solitary, Large, Planar, Terrifying Spines (d10+3 damage, 3 piercing) 16 HP 3 Armor Close, Reach, Messy Special Qualities: Spines There are a thousand forms of devil, maybe more. Some common and some unique. Each time the Inquisitors discover a new one they write it into the Tormentors Codex and the knowledge is shared among the abbeys in the hope that atrocities of that particular sort won’t find their way into the world again. The barbed devil has long been known to the brothers and sisters of the Inquisition. It appears only at a site of great violence or when called by a wayward summoner. Covered in sharp quills, this particular demon revels in the spilling of blood, preferably by impaling victims piecemeal or in whole upon its thorns and letting them die there. Cruel but not particularly effective beyond slaughter. A low inquisitorial priority. Instinct: To rend flesh and spill blood
- Impale someone
- Kill indiscriminately