-
Coeurl Group, Large, Magical, Intelligent, Planar Claws, fangs, and tentacles (d10+1 damage 2 piercing) 10 HP 1 armor Reach Special Qualities: Blindsight, Telepathy Catlike predators from another world. These creatures are largely described as being very big, with black fur much like that of a terrestrial panther - but their forelegs are much longer than normal, instead of ears they have a mass of antennae, and moreover they have two thing and very flexible tentacles issuing forth from their shoulders. At a glance one might mistake them for displacer beasts, and there is more than likely some relation. However these are a much grander threat, their bestial appearance conceals a dangerous sapience, and they wield powers over the world that are difficult to comprehend, let alone combat. However despite all this it is said that they have base desires, perhaps they were once grander but no longer. Scholars speak of them feeding upon something insubstantial referred to as 'id', but all the same they leave corpses behind like any predator of their size would. Instinct: To feed
- Manipulate vibrations for various purposes
- Manipulate energy to great effect
- Rust things to nothing with a touch of your tentacles
- Feed on your victim's id
-
Burning Mammoths Horde, Huge, Planar, Terrifying Obsidian tusks (d6+5 damage 1 piercing) 11 HP 1 armor Reach Special Qualities: Burning hides, Bones of Bronze These gigantic mammoth-like creatures come from far more terrifying places than most can imagine. Although they are strange to gaze upon their attitudes are fairly simple - if somewhat arcane. They have an affinity with fire, or fires. If left uncontrolled they will start and tend to fires as they see fit - but if tasked appropriately they can act as mighty guardians for all sorts of flames, furnaces and forges included. Of course, those with darker desires can task them with more malevolent deeds.... Instinct: To tend to fires
- Exhale gouts of burning flames
- Understand and control the source of power (or powers)
-
Clockwork Collector Horde, Tiny, Organized, Construct Jabbing needles (d6-2 damage 4 piercing) 7 HP 0 armor Hand Special Qualities: Fluttering wings, Clockwork construction Out from the dark come the clockwork collectors, drugging their victims and in a group carrying them off. They never return. Where could they be taken? Why don't they just kill them? These mysteries abound about these strange constructs. The answer will probably not be to anyone's liking.... Instinct: To serve
- Inject with mind altering drugs
- Chime to herald the buzzing horde of its fellows
-
Inspired Lightbringer Solitary, Huge, Magical, Intelligent, Construct Fists of stone (d10+3 damage) 24 HP 3 armor Reach, Ignores Armor, Forceful Special Qualities: Body of stone, Innards of clockwork At a distance one might mistake this automaton for a suitably grand lighthouse. But no, within it burns the fires of inspiration - something given to it when it was granted terrible animation. Its light can guide others, sure, but it seeks to Illuminate all, granting terrifying inspiration to all that it falls upon, destroying anything and everything that gets in its way in accomplishing this task. What inspiration it grants? Why insight of course, insight into things far beyond that which would trouble normal folk. Along that path lies madness or... ascension. Instinct: To bring light into the dark
- See all that its light touches
- Grant inspiration through its mighty rays
-
Clockwork Legionary Horde, Organized, Cautious, Construct Short swords or javelins (d6 damage) 7 HP 3 armor Close, Near Special Qualities: Mechanical body Artificers can create a great many things. So why not an army? They need not for food nor water nor do they tire nor complain nor desert you when you need them most. They won't even run away unless you command it! The flesh is weak! Instinct: To serve
- Act in perfect synchronicity
- Toll out to the sound of approaching reinforcements
-
Caller in Darkness Solitary, Large, Stealthy, Magical, Intelligent, Terrifying, Amorphous Draining touch (d10 damage) 23 HP 1 armor Ignores Armor Special Qualities: Insubstantial form, Aura of disquiet A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. It seeks to draw others into its fearwracked, hellish existence. The mind can be a terrible thing. Instinct: To psychically feed
- Devour the psyche of those the sleeping, the catatonic, and the recently dead
- Cast its senses beyond itself
- Crush minds and bones with psionics
-
Auto-nomi Horde, Organized, Cautious, Planar, Construct Light-blasters (d6 damage 1 piercing) 7 HP 4 armor Close, Near, Far Special Qualities: Razor wing-shields It is said that the mothlike Nomi use techno-magical servants to do more base duties, such as patrolling their airspace and as footsoldiers. Generally used for peacekeeping, as is the Nomi. Incorporating the light-based technomagic and psychic abilities of the Nomi, these tend to be deployed as puppets, the Nomi utilising psychic relays it is said, so that they can use their own minds to control and fight with them safely. Instinct: To serve
- Move and Act In Perfect Unison
- Telepathically beckon more allies
- Lash out with stunning psychic resonance
-
Wererat Group, Stealthy, Organized, Intelligent, Hoarder Bite or knife (d8 damage 2 piercing) 6 HP 1 armor Close Special Qualities: Weak to silver Not all so-called 'lycanthropes' take upon the noble bearing of a wolf. Not all are so fortunate, some take upon a shape with a far more clandestine nature - a nature that seems to cling to them easily as they tend to find their lives easiest on the periphery of civilization and nature, dark woods or deep sewers, or decrepit ruins that no-one wonders to look into. I mean, people pay attention to wolves if they are in an area but rats? No, people would rather ignore them if the rats are willing to ignore them in turn - thus the wererats gather in the shadows in numbers unheard of... but why? Instinct: To thrive and grow on the periphery
- Strike from nowhere or vanish without a trace
- Transform to pass unnoticed as beast or man
- Beckon forth more rats or fellow wererats from the shadows
-
House-sized Mouse Solitary, Huge, Stealthy Giant bite (d10+5 damage 1 piercing) 20 HP 1 armor Reach Who would have thought of mice the size of houses? Only a madman! Hopefully, it is just the dreams of the mad... hopefully. Instinct: To feed and breed
- Eat comically-sized food
- Disappear alarmingly
-
Nomi Beacon Solitary, Stealthy, Divine, Magical, Organized, Intelligent, Cautious, Hoarder, Planar Blades of burning light (d12+2 damage 2 piercing) 14 HP 2 armor Close, Ignores Armor, Near, Far, Messy Special Qualities: Glorious and dusty wings capable of more than mere flight The Nomi are the easiest of the moonbound civilizations to study, for how brightly they shine. Amongst their number are the very few that have achieved the title of "Beacon", it is said. Those that can channel the divine light that the Nomi worship more directly than any other, and act as lenses that focus and tune the psionic meta-mind that the Nomi in their unity have achieved. It seems that what they say goes, and although they are generally communally minded, should enough of their number acquire different aspirations, the Nomi could achieve great and terrible things. Instinct: To perfect Nomi society
- Emanate choking, blinding, intoxicating refined Nomi Dust
- Manipulate tricks of the light to manifest illusions
- Show the world your mastery of light magic
- Usher forth radiant psi-constructs from the Burning Aether
- Utilise the collective psyche of your hive to perform terrifying psionic feats