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The Burned Men Group, Magical, Divine, Intelligent, Planar, Terrifying Burns with fiery rays (d10+2 damage) 10 HP 4 armor Close, Ignores Armor, Far Special Qualities: Flight, Unharmed by fire, Burning aura A terrifying incarnation of the retribution of fire. Burned men are planar beings of fire and vengeance. Their sole mission, it seems, is to seek out those whose name has been cursed, or whom harbor secret misdeeds, and punish them. Instinct: to bring retribution and vengance
- Scars with a touch
- Burns nearby creatures with a fiery numbus
- Perceives guilt and transgressions
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Mak'to Insect-Thing Solitary, Devious, Intelligent Scythe-like claws (d8+2 damage) 12 HP 3 armor Close Special Qualities: Flight A bizarre insectoid creature combining the features of a mosquito and a praying mantis. The Mak'to are intelligent, resourceful, and crafty, though thankfully they are not social creatures. Mak'to use their wings to ambush targets from above or behind, with an intent to feed or reproduce. The insect-thing's method of reproduction is bizarre and terrifying: the creature's claws carry a strange disease which slowly transforms its victims into more Mak'to if left untreated. Mak'to possess one more bizarre capability: their strange eyes are capable of emitting a bright, yellow beam which addles the mind of those it strikes, stunning them. Instinct: to feed, to reproduce
- Sucks the blood of a helpless target
- Infects a target it has wounded with a strange disease
- Emits a stunning ray
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Jenkin Horde, Small, Stealthy, Intelligent Razor-sharp teeth (d6 damage 1 piercing) 7 HP 0 armor Close Special Qualities: Fey creature Horrid, stinking, and gibbering, Jenkins are mischievous fey creatures with a penchant for destruction. The tiny creatures are covered in purple scales and patches of dirty fur. Their swollen heads - nearly to big for their bodies - are almost all mouth. Jenkins possess a supernatural ability to damage the works of men: they can dismantle or destroy machines, gear, and other pieces of artifice with a gesture and a cackle. Instinct: to make mischief, to hinder
- Destroys machinery or gear
- Stuns, befuddles, or confuses with a dirty trick
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The Thing in the Well Solitary, Large, Stealthy Dark Tentacles (w[2d12] damage) 16 HP 1 armor Reach, Near "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour
- Politely collect tribute
- Leverage townspeople through secrets
- Purify water
- Hide in darkened waters
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Gray Magus Solitary, Magical, Intelligent, Hoarder Bolts of mage-fire (d10 damage) 16 HP 0 armor Close, Ignores Armor, Near Special Qualities: Resists necromancy, Half-Lich Also known as a Half-Lich, a Gray Magus is a force of arcane power that teeters on the edge of death. Gray Magi are mortals that have found away to subsist on pure arcane energy alone: they do not need to eat or sleep. They continue to age in appearance, but their physical capabilities do not decline over time. Gray Magi are not truly immortal, however, and many eventually complete the dark rituals required to achieve true undeath. Instinct: seek arcane power, feed on magical energy
- weave an eldrtich spell to hinder or controll
- absorbs the arcane energy of a spell cast against it
- drains a magical item of it's power
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Cliff Racers Group, Organized, Terrifying Pecking beak (d10 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Flaps about on annoying little wings, Wretched squawk "Cliff Racers? You want to hear about Cliff Racers? Gods damn them, son, Cliff Racers are the vilest things to ever live. You can't hardly walk a mile in Yesterbreeze without the bloody things mobbing you! That's why I moved away! They say the plumes are worth good money, so I hope they hunt them all down. Make the bastards into hats! That would show those grimy, flapping things." Instinct: To harass and eat travelers
- Swoop down at the worst possible moment
- Call a swarm of the bastards
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Needle Eagle Solitary, Cautious Spiny Needles (b[2d10+2] damage) 12 HP 4 armor Far A horrible flying eagle covered in spiny needles. When provoked, the Needle Eagle will fire hundreds of needles at its enemy. The needles are barbed and some may contain a small dose of poison. Instinct: To prick
- Launches spiny needles at it's enemies.