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Tangle of Juvenile Sand Worms Group, Small, Amorphous teeth (d8+2 damage) 9 HP 1 armor Close Special Qualities: Burrowing A knot of sand worms in the early stage of life. They split into individual worms to spread beneath the dunes, causing waves across the sand before coalescing to spring forth as a toothy snarl at the nearest living thing. Instinct: to consume meat
- Create waves across the sand
- Spring from the dunes
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Corvus Intelligent, Manipulative, Germophobic Sergical knife (d8 damage) 18 HP 2 armor Close Special Qualities: Batteries power special moves. Starts with 2x Senior member of the School of Divine Truth. Leader of the Doves. Seeks a world where humanity can live without the taint of magic and non-human races. Magic makes him ill - nauseas when close and vomits if touched. Using disguse of One God acolyte, intends to manipulate misguided "heroes" into opening the sancuary where the water ring is hidden, and planting the bomb secretly under their very noses. Instinct: Cleanse the world of dirty magic
- Magical Surgery. If target is magical, roll Hack & Slash with INT instead of STR. 2d8 damage and creates battery from magic drained
- A Gadget for Everything (roll + INT, uses 1 battery). You have just the gadget for the situation on hand in your bad of tricks. Eg. healing potion, skelton key, etc.
- Shots Fired (d12, ignores armor, slow, uses 1 battery). Single shot gun. High recoil and slow to reload
- Plant the Bomb (4d8 damage, ignores armor, large explosive radius, uses 1 battery). Anti magic bomb, designed to destroy the ring of water. Must be planted and remotely detonated. Slow to plant and slower to trigger
- STATS: +2 Int, +1 Wis, +1 Cha, 0 Con, 0 Dex, -1 Str
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Hound of the Hunt Solitary, Large, Devious, Intelligent, Planar Savage Maw (d8+2 damage) 20 HP 2 armor Stories tell of an imposing beast whose fur raises into an impenetrable mane when aroused to its destructive ends. The Hound of the Hunt gazes out from shadowy places to watch and wait for the opportune time to pounce on the creature that it has been dispatched to devour. They have been rumored to kill a single being from a caravan of travelers and to stalk entire families across the known world and the wilds. Once one of these fell creatures has sunk its teeth into you there is no escaping the doom that has been placed on you. Instinct: to destroy the weak
- Terrorize the Hunted
- Mark of the Hunted
- Gaze From the Shadows
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Fae wolf Group, Divine, Organized, Stealthy Bite (b[2d8] damage) 8 HP 1 armor Close The Fae wolves are one of the most common dangers of the wilds. Small packs will defend and hold large territories and if a traveler is lucky they run into only a single wolf and may be able to run or defend themselves if they are caught unaware. Stories say that if one of these beasts is found to be alone and in danger that they can summon the rest of their pack from great distances with a single howl. Instinct: To defend territory
- Stalk and Strike
- Eerie Howl
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Parasitic Horror Host Group, Stealthy, Divine, Devious, Planar, Terrifying Lashing out with razored tentacles (d6+4 damage 1 piercing) 8 HP 0 armor Close, Reach, Far Special Qualities: Its horrifying visage can stun the weak willed. Existing on a dark and foreboding plane, these parasitic horrors can't exist in the material plane without a mortal host. It's not known who the first host was or how they was infected, but it gave these horrors a glimpse into our world and allows them to propagate and devour. All that is seen of these creatures is their gnashing maw which fills their hosts chest, and their razor sharp tentacles, which they use to restrain their prey and carve strange symbols into their flesh. Once complete, the victim dies and their body becomes a host for a new parasitic horror which bursts through their torso. Instinct: To infect victims
- Carve a portal into a victim to host one of its entities.
- Surprises foes by mimicking a sick humanoid.
- Grapple a potential new host.
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Marilith (Pride Demon) Solitary, Large, Magical, Divine, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying Frenzy of Blades (b[2d10+2] damage 3 piercing) 22 HP 7 armor Special Qualities: Coiling Tail, Six-Armed, Project an Indomitable Presence Loot: Adamantine Sword, Vorpal Sword, Four beautifully crafted long swords, Brightsteel Mail, Valuable jewellery Instinct: Claim overwhelming victory
- Lead Demonic Hordes
- Magically Hurl foes and objects, Teleport with-in Sight
- Rally demonic troops (Indomitable Presence)
- Open Infernal Gateway
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Kriecher Group, Medium, Hoarder, Construct Bite (d8+4 damage 3 piercing) 6 HP 2 armor Close, Forceful Special Qualities: Sticky Tounge Der Kriecher ist eine wolfsgroße, zweibeinige Echse und einem langen, muskulösen Schwanz den sie gerne nutzt um ihre Opfer zu zerquetschen. Sie kämpft in Rudeln von 3-5 Tieren. Instinct: Beute zur Strecke bringen
- Beute hetzen
- Maleficus Blick.
- Totale Kontrolle
- Würgen
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sporeconid Solitary, Huge smack (d10+5 damage) 24 HP 3 armor Reach, Forceful, Ignores Armor A vicious creature that is infected with a terrible spore just barely keeping them alive like a mind-controlled slave Their main ambition is to spread spore across the world. spread its reaches beyond the caves in which they lerk Instinct: to spread its spores to infect
- manipulation
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Ol' Murdershins Solitary, Divine, Magical, Intelligent, Cautious, Hoarder, Terrifying, Planar The Tainted Spear (b[2d10+6] damage 4 piercing) 22 HP 6 armor Close, Forceful, Reach, Ignores Armor, Near, Messy Special Qualities: Lost mind, Slick with blood and covered with infernal spikes Sometimes heroes achieve great things. But the greatest heights are merely a greater distance to fall in the end, whether corrupt, or possessed, or mad. It matters not. What matters now is that they are here and the heads of those that they once defended now lay at their feet. You're next. Instinct: To decapitate
- Remove something physical from a victim, including their head
- Enact profane miracles from his goddess
- Tap into his infernal heritage
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Gwinn & Gilledah Solitary, Magical, Stealthy, Devious Danni Elementali (d8 damage) 12 HP 4 armor Close, Far Le gemelle Gwinn & Gilledah sono state incaricate da Elethaas di catturare i bambini del villaggio di Ath, per poter rallentare il gruppo. Instinct: Tenere in ostaggio
- Lanciare Incantesimi Combinati
- Teletrasportarsi nello Scenario
- Quando colpiscono con una combinazione elementale, fanno un danno in più
- Sfruttano i bambini per guarire