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Flare-eater slime Group, Magical, Stealthy, Devious, Intelligent, Amorphous Corrosive touch (d6 damage) 17 HP 7 armor Close, Ignores Armor Special Qualities: Duplicates if exposed to bright light The ignoble flare-eater, bane of adventurers in the Down-Below everywhere, but prize to alchemists and mages the world over. Do you see how it ripples and glides across the interior of this magically-resilient glass? It can move quicker than the eye can follow across cavern surfaces as well. Unlike its more common cousin, the green slime, flare-eaters feed on and grow stronger from fire and light. This is precisely what makes them valuable to practitioners of the magical arts, however--their flesh, if distilled properly, forms an excellent basis for a variety of potions dependent on fire. For the love of Gods, don't OPEN--! Instinct: Consume light
- Move with lightning speed
- Cling to ceilings
- Dissolves metal, flesh and bone--anything
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Body of the Song Solitary, Huge, Magical, Devious, Planar, Terrifying, Amorphous Thorn vines that smash and grab (d10+5 damage 2 piercing) 31 HP 5 armor Reach, Forceful Special Qualities: Its form is a mockery of humanoids, woven from writhing, thorned vines The Body of the Song is the physical anchor of the Song of Thorns. It is not, properly speaking, a "body" at all, instead being the densest and oldest cluster of thorn-vines present in Zerzura--it may even be the original plant host for the Song. However, just because it is not a body proper does not mean it is unimportant; though powerful and well-defended, it is still a potential weakness, as it is in some sense the only "totem" of the Song. Few could approach the Body without being infected and subverted, becoming food and tools for the Song, but if anyone could do so, the Song will strive to destroy them with extreme prejudice. The Body lairs in what appears to be the very heart of the City proper, with enormous vines ten feet across rising from or buried into the ground, between the shattered remnants of arches and scattered cobblestones. Servants of the Song rarely go here, but anyone whose mind has been assaulted by the Song has seen this place in the mind-battles it fights. Instinct: Absorb powerful minds, crush opposition.
- Confuse and infect prey with illusions and deceptions
- Invoke the world-shaping magic of the Shi
- Call upon the denizens of Zerzura to aid it
- Separate the party into mindscapes/shards of spacetime
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Blood Fiend Solitary, Devious, Intelligent, Planar, Terrifying Scythe-claws (b[2d10+4] damage 2 piercing) 16 HP 3 armor Close, Forceful Special Qualities: Raw, flayed flesh that looks and smells repulsive. A blood fiend is to demons what a vampire is to humans; even to other fiends they are terrifying, twisted abominations. They hunt other demons for their blood, tearing open even resilient demon-hide with vicious claws to get at the fresh, burning-hot blood within. They stink of days-old blood and their skin is red, raw and flayed. You'll want a strong stomach as well as a strong heart if you have to fight one. Beware, even if you shed much of its blood rather than the reverse, you're not out of the woods yet--a puddle of its blood can trip you up, or even strike you. Unless you have good reason, best to run, or try some kind of magic to stop them. Instinct: To drink deep the living wine.
- Slices flesh to feast on blood.
- Blood it takes grants it strength.
- Blood it sheds remains dangerous.