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Selachii Void Cultists Horde, Magical, Organized, Intelligent, Planar, Terrifying Razor Teeth (d6 damage 1 piercing) 3 HP 2 armor Close Special Qualities: Sharkskin, Gaze of the Void The Selachii never existed. This much is true. They never ruled a profane empire ruling over all, nor did they try to eat the world. They were never defeated, nor did they swear themselves to the Hungering Void in a moment of desperation, and become unmade as a result. Nor do they lurk upon the threshold waiting to return. Instinct: To eat and serve
- Swim through surfaces with uncanny ease
- Unleash void rituals
- Usher forth more peons from the void
- Drag the unfortunate screaming into the void
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Void Cockerel Solitary, Huge, Magical, Divine, Planar, Terrifying Talons of the Void (d12+7 damage 3 piercing) 26 HP 4 armor Reach, Ignores Armor, Near, Far Special Qualities: Voidspawn, Aura of Horror The void brings forth many horrors: Some say there are myths about a giant black cockerel that will unmake the world. But who would believe such stories? Instinct: To devour
- Crow the Song of Unmaking
- Unleash Feathers of Annihilation
- Change Its Location With Uncanny Ease
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Hundred-handed Nightmare Solitary, Huge, Magical, Intelligent, Planar, Terrifying Too Many Fists (d10+3 damage) 28 HP 3 armor Reach, Near Special Qualities: Unbreakable Arms, Disquietingly Large Number of Arms Who would have a nightmare about a creature with too many, unbreakable arms? The gansa, presumably. But do they have nightmares? Demonstrably, yes. Now who let this thing into our world, and why? Instinct: To arm
- Cause Arms to Sprout on All That You Touch
- Control All Arms In Your Presence
- Grow Ever More Arms
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Marrowwight Nightmare Solitary, Huge, Magical, Intelligent, Planar, Terrifying Halberd-blade Hands (d10+5 damage 1 piercing) 28 HP 3 armor Reach Special Qualities: Aura of Spatial Distortion, Aura of Inevitability Some nightmares are very specific. Incredibly so. Nonetheless, the nightmare about being decapitated and imprisoned forever in your own castle once more can be quite potent if enhanced by the raw power of nightmare itself. Now if one were to draw forth such a thing from the realm of dreams... you should hope you don't encounter such a strange and dangerous thing. Instinct: To Restrain and Torment
- Imprison Victims in an Otherdimensional Space
- Decapitate With Great Aplumb
- Manifest and Control Balefire
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Death of Lycanthropes Solitary, Huge, Magical, Planar, Construct, Terrifying, Amorphous Fists of Cold Iron and Wolfsbane (d10+7 damage 1 piercing) 31 HP 4 armor Reach, Forceful Special Qualities: Hybrid Construct-Living Nature, Body of Cold Iron and Wolfsbane, Anti-magical Aura Lycanthropes have few nightmares. An automaton made specifically to combat them is among them. Of course, the nightmare itself is stronger than any real construct of such a type could be. Baffling then it would be if one could be plucked from the nightmare itself. Instinct: To Torment Under the Image of 'Orders'
- Follow Orders That It Would Have Been Expected To
- Inflict Agony Upon Lycanthropes
- Sense Lycanthropes Unerringly
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Nemesis of Chaos Solitary, Huge, Magical, Intelligent, Planar, Terrifying, Amorphous Calcifying Touch (b[2d10+3] damage) 31 HP 7 armor Reach, Ignores Armor Special Qualities: Aura of Profound Order Order is good... generally. But there are limits. Limits beyond mortal comprehension. Although who would find this nightmarish is another question. Either way the fact that a nightmare like this can venture into the waking world is troubling enough. Instinct: To Order
- Inflict Order Upon Your Surroundings
- Simplify With But A Gesture
- Punish Chaos
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Blazing Conflagration Solitary, Huge, Magical, Planar, Terrifying, Amorphous Burning claws (b[2d10+7] damage 1 piercing) 31 HP 4 armor Reach, Forceful, Near Special Qualities: Nightmarish Form A nightmare of fire and form, drawn forth from the dream world and given terrible presence and terrible purpose. Why else does the barrier between the waking world and dream exist? To keep things like this out, of course! Instinct: To consume
- Unleash an Inferno
- Consume flesh and wood for power
- Become one with the flames
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Adult Wretch Dragon Solitary, Large, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying Bites and claws (d12+4 damage 3 piercing) 20 HP 2 armor Forceful, Reach, Near Special Qualities: Wings, Explosive necrotic sores Dragons are immutable fact, that cannot be denied. The planar spheres too, these exist and strange and weird horrors and otherworldly things dwell there. But few consider the same applies to dragons. Do not strange otherworldly vistas scarcely comprehensible by mortal minds not also have their own dragons? Why wouldn't they, if dragons are so powerful then the heavens and hells and... other places would have them too. Wretch Dragons come from the land of faerie, but not all the faeries are beautiful and enticing, some such as hags and other such wretched things seethed in hatred and malice and ugliness. Wretch Dragons too, engineered with all the finest curses and diseases that a fey mind can imagine, these creatures curse and befoul all that they touch. Luckily they tend to stick to their own realms which are already sick and horrific. Thank the gods. Instinct: To defile
- Warp space and souls with a roar of psychic power
- Curse your foes with every breath
- Wield curses with disquieting power
- Curse those that slay you to become you
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Hulkamaniac Group, Divine, Organized, Intelligent, Hoarder, Terrifying Aggressive wrestling moves (b[2d8+6] damage) 12 HP 1 armor Close, Forceful, Reach Special Qualities: Gremlin-scaring Aura The Ascended Gremlin Catcher inflicts Hulkamaniac wherever he goes, and what becomes of those infected? Why they become him, lesser forms of him, but him nonetheless. Better start to be scared of him, brother! Instinct: To root out and destroy gremlins
- Sense gremlins with unerring ability
- Beckon forth other hulkamaniacs
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Avatar of Oakan, Lunar God of the Cold Moon Solitary, Large, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying Manifested ice and cold (d12+2 damage) 22 HP 4 armor Ignores Armor, Reach, Near, Far Special Qualities: Aura of Deathly Cold The moon that heralds the coldest of nights has its own god, as might be expected. Oakan demands submission and is favourable to those that attempt to gain his mercy rather than his wrath. Sometimes this isn't enough however, as the cold of midwinter demands sacrifice - it is best to hope it isn't you. Instinct: To herald the cold
- Chill and freeze anything, literally or figuratively
- Unleash ice-based illusions that chill hearts and minds
- Usher forth terrifying magics of ice and cold on a scale and power difficult to comprehend
- Bless your followers and castigate heathens