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Time Demon Group, Magical, Divine, Intelligent, Planar Suffocating Grapple (d10+2 damage 2 piercing) 10 HP 4 armor Close, Ignores Armor, Far Special Qualities: Smoke form As they rise from the surface of the Lake of Time, their forms resolve into perfectly symmetric, angular humanoid shapes, smooth masks instead of their faces, the forms on their heads resembling short hair. They seem to differentiate one from another, somewhat, perhaps delineating their genders? There are exactly nine of them, and they emerge anywhere around their target on the material plane. Instinct: Hold the target out of time until it dies.
- Appear next to a person that has been causing time fluctuations and stop it with its grapple.
- They can return to the Lake of Time at any moment.
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Elemental Abomination Solitary, Large, Magical, Terrifying Fists (d10+2 damage) 24 HP 4 armor Reach, Near Special Qualities: Adapts to all the elements (fire, water, earth and air), it doesn't seem made of flesh, it looks more like a storm of the four elements fused together. Its body seems made of fire, lightning, clouds, water, ice, metal, stone, all swirling around, as they flow inside it in a way that looks painful. It's a roughly humanoid shape, except with four arms rather than two, and at least 11 feet tall if not more. It alternates walking, running on all six limbs, and floating, then it falls and it starts again. The only feature that seems to stay the same, and the only actually recognizable feature on its face, is the eyes, two glowing blue orbs, that seem consumed with madness. Instinct: Destroy whatever it perceives as the source of its madness and agony.
- Interchange attacks with different elements.
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Vurms Horde, Tiny, Devious Attach and decompose (d4-2 damage) 3 HP 0 armor Hand A life-form dwelling in Dwarf mines, originally found in the deep caves in the mountains around Llamedos. Swarming, or slithering, by the hundred, packs of Vurms generate a low but steady luminescence which enables the adapted eyes of Dwarfs to see their way in the deeper mines. They have other uses as well: Crushed vurms are used to produce 'night chalk', which glows for about a day and is very handy, e.g. for the marking of crime scenes in the dark. And vurm blood is used to create drahts - glowing, unique identity symbols for Deep-Downers - which are made by tattooing vurm blood under the skin. They are adapted to seldom require feeding, but are carnivorous creatures living on carrion. They are attracted to blood and corpses and will smell dead animals - or dwarfs - from a long distance. They have no teeth so they wait until their food gets runny or attaches itself to them of its own accord. After a feed, they will shine very much brighter. Almost anything is food to a vurm, who live so deep underground that even a breath is food, blood is food, and anything that was once alive, no matter how mangled it is, is food. Vurms are shown to be so attracted to blood that they would rather die then give up their feast. Instinct: It will clean any bit of meat it attaches to.
- Worms that glow with minimal light and prey on decomposing bodies and blood in general.
- It marks anything it attaches to for full 24 hours.
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Gourdos Group, Magical, Construct, Amorphous arm strike, leg strike (d8 damage) 12 HP 3 armor Close, Near Special Qualities: It doesn't have a central place in the nervous system to target. The knowledge and instincts are spread throughout the body equally, the shape they take is born out of the will to mimic *real life* more than out of necessity, Mimicry Created by the lizard folk experimenting with creating life out of nothing, Gourdos have more in common with plants than animals even though they move like ones. Taking the shape of any living thing they come in touch with upon hatching out of the "gourds", Gourdos try to collect as many living creatures to use for taking shape and, in a weird, primitive way, study. They don't find it necessary to feed the captives, though, keeping them in sun and with plenty of water. What else would a living thing need, though? Instinct: Try to suck up and mimic the essence of animals and humanoids alike, to be more like them.
- Jump and strike the target with extra strong limbs.
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Deepwolf Horde, Magical, Organized Stone Jaw (d6+2 damage 3 piercing) 11 HP 2 armor Close, Forceful Special Qualities: Stone-skin A wolf with stone instead of skin and fur. Dazzling blue eyes like sapphires stick out in the night, as they lurk in the deepest of caverns. These wolves rarely venture far from their mothers, but when they do their presence is always a curse. Instinct: To defend the mother.
- Hunt down a target relentlessly
- Fire a magical blast from it's mouth
- Howl to the mother for reinforcements
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Mud Mephit Group, Tiny, Magical, Stealthy, Devious, Amorphous Fists (d6-2 damage) 10 HP 2 armor Hand, Near Special Qualities: While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. Small and stealthy elemental, Mud Mephit is a night creature as direct sunlight dries them up so they may not move. Unlike other supernatural creatures of the swamps, who shape and try to extend the reach of their home, Mud Mephits' only task is to increase the amount of basic building materials (i.e. decomposing organics). Instinct: To trap, to dissolve.
- In small groups, they trap their prey (if medium or larger, more than one Mephit at a time) in the ground and slowly dissolve them.
- Mud Breath: When a Mud Mephit belches at a small or medium creature (even with their Last Breath), that creature must defy danger + DEX. If it fails, it is restrained for one minute.
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Fighter Thug Horde, Intelligent Machine gun (b[2d6] damage) 7 HP 2 armor Close Fighter thugs have only just learned how to properly use a gun. Maybe they're fresh fro mthe academy or maybe they've learned it all from the streets. Whatever the case, they're tough and clever, a deadly combination. Instinct: To fight and win
- Employ clever tactics
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Thug Group, Stealthy, Intelligent Dagger (d6 damage 1 piercing) 6 HP 0 armor Close A standard ruffian who simply wishes to steal some items, then escape the scene. usually traveling in groups so they can split off and meet up after escaping down alleys or across rooftops Instinct: To steal anything it can get its hands on.
- Attack quickly then retreat
- Will use bolos to wrap up persuants legs
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The Shimmer Horde, Small, Organized, Hoarder claws, teeth (d6 damage 1 piercing) 3 HP 0 armor Close, Ignores Armor Special Qualities: They use their large, sloth-like claws in congruity with their tails to climb any surface, except for the magical ones. Black simians with no eyes, but with huge teeth and claws. Apparently these creatures are able to move through darkness and twilight almost without a trace, and appear where you least expect them. Instinct: Accumulate food for the young and newborns.
- Underground, their attacks ignore armor.
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Death Solitary, Magical, Divine, Intelligent, Planar, Terrifying, Amorphous Scythe Swing (b[3w[3d12+6] damage 2 piercing) 25 HP 7 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: Incites fear with his frightening visage. The Death of Discworld is a traditionalist, which is appropriate for an anthropomorphic personification whose shop floor is a flat world carried on the back of an enormous turtle. He wears a black robe, carries a scythe, rides a white horse and talks in a heavy yet peculiarly hollow voice. He has no vocal cords to speak with, and therefore the words enter the head with no involvement from the ears. His voice could be described as being like two concrete blocks being rubbed together or the slamming of coffin lids. Death owes his existence in this incarnation to humanity's ancient tendency to put faces to names. He is immortal, although technically the term applies only to those who live forever, and indeed Death does not have a life, as such. He has something subtly other. The difference is like that between a marvelous view, and a very good painting of a marvelous view. But... observation, now known to affect the thing observed, also affects the observer... After hundreds of thousands of years of mindless reaping, the Death of Discworld began to take an interest in his job. Who were they, these brief mortals whose one aim seemed to be to make their tiny lives as complicated as possible? Why, when the existence of their entire species was shorter than the tiniest heartbeat of the universe, did they waste time as though they had a permanent supply of the stuff? Was it at all possible that they had some sort of secret? The observer changed... Now, in his pursuit of something he has no name for yet. Instinct: to release the spirits of dead beings.
- Summon Binky
- Unimpeded Phasing
- Reveal Knowledge of the Future