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Anjanath Solitary, Huge, Devious Bite (d8+5 damage) 24 HP 0 armor Reach, Forceful, Near Special Qualities: Keen Smell, Firebreath Anjanath has a pink face, somewhat resembling a Vulture, along with pink scales covering its underbelly. Its hind legs are powerful and muscular, while its front limbs are much smaller and mostly useless. Black proto-feathers cover Anjanath's back, front limbs, and legs, which give it an appearance similar to the most recent depictions of some theropod dinosaurs like T-rex. Anjanath has powerful jaws that allow it to rip apart foes, along with a powerful nose used for smelling out prey. It also has the ability to breath fire from its maw. Anjanath are relentless predators that will chase down anything that dares attack them. Once they've been provoked, Anjanath won't let an enemy get away easily. They are known to leave behind a mucus-like substance in order to marks its territory. Instinct: To hunt nearby prey
- Breath fire from its maw
- Swipes with Tail
- Devour its prey
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Creeper golem Solitary, Varying sizes, Construct Explosion (d12 damage 2 piercing) 4 HP 4 armor Close, Reach Special Qualities: Evergrowing A single droplet of the yellowish viscous fluid, dropping out of an rock from outer space, collects gravel and rocks like a magnet, which it turns around is liquid core and forms a gravestone-like shape with a wrong face and for tiny legs. It can only move forward. If it topples over, it will remain like this, until nature breaks it down over time. The creeper golem will approach anything living, but when it gets close enough it will explode itself and cause a crater of destruction, yet multiple creatures won't recognize themselves as living entities and won't react like that, when they approach each other. Older huge Creeper Golems will incorporate their smaller kind into themselves. Penetrating through the rocks into their liquid core, will ideally disrupt there magnetic powers and make them feel apart. Instinct: Grow by incorporating stones
- Curiously approach moving entities, then explode
- Wander aimlessly
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Asheen, Prescelta Group, Magical, Stealthy, Intelligent, Planar Lama d'Ombra, Ignora Armatura (d8 damage) 10 HP 6 armor Close, Ignores Armor Asheen è il capo del Sole Nero. È in realtà un'incarnazione della figlia di Jacob, Hannah, venuta da un altro mondo in cui ha un nome diverso ed è sopravvissuta, a differenza del fratello. Avendo scoperto i suoi poteri, è riuscita a raggiungere questo universo, l'unico in cui c'era la possibilità concreta di salvare suo fratello, ma non c'è riuscita. Dopo aver catturato Nicole, che le ha comunque ridotto i poteri, ha creato nel corso degli anni un culto nella città di Ambervale, ed ha passato la sua vita a raccogliere energie per poter riportare indietro suo fratello da un altro mondo. Instinct: Sovvertire l'Ordine del Tempo
- Piegare lo Spazio - Tempo
- Controllo del Tempo, può fare due Mosse di fila
- Rallentare il Tempo
- Creare una Prigione Planare
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La Torre Maledetta Solitary, Huge, Magical, Stealthy, Devious, Intelligent, Cautious, Planar Trappole Magiche (d8+3 damage) 20 HP 5 armor Reach, Far La Torre Maledetta è un'entità extraplanare, portata ad Ithillid e soggiogata dal Sole Nero per convertire al Culto chi non lo fa spontaneamente. La Torre in cambio ottiene la Coscienza delle persone che converte, che è ciò che la rende viva. La Torre però, non essendo di questo mondo, ha bisogno di un'entità "locale" per sopravvivere, per questo ogni volta che si sente in pericolo trasferisce la sua essenza in qualcuno. Instinct: Convertire in Servitori
- Plagiare le menti
- Mostrare ciò che non è vero
- Evocare Spiriti di Servitori
- Controllare le menti altrui
- Chiudere ogni via di fuga
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La Torre Maledetta Solitary, Huge, Magical, Stealthy (d10+3 damage) 20 HP 4 armor Reach Instinct: Trasformare le persone in servitori
- Plagiare le menti dei deboli
- Mostrare ciò che non è vero
- Evocare Spiriti di Servitori
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Explosive Zombie Group, Devious Hands and arms (d6+2 damage) 10 HP 0 armor Close A zombie made out of flesh in the street. While it's horrendous, his death is even more devastating to the eyes. Kaboom! Instinct: To chase for the living
- It hugs you
- Exploding after death
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Wolf-children Horde, Tiny, Organized bite (b[2d6] damage 1 piercing) 3 HP 0 armor Hand, Forceful Instinct: fight over food
- charge, bite, rip
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Greater Krallaq Solitary, Huge, Magical, Planar, Terrifying Horns/Teeth/Claws/Tail (d10+7 damage 3 piercing) 24 HP 4 armor Reach, Forceful, Messy Special Qualities: Thrives on suffering, Aura of Despair Greater Krallaq is a predator from places best left unknown. Honed by the horrific forces that marshal in the infernal realms that it frequents, its desires are violent and awful. It seeks to inflict suffering, impaling wayward souls upon its spikes and using their pained visages to armour it both physically and psychologically. Worst still of course are those that ride it... Instinct: To torment
- Clamp down on victims with a vicelike grip
- Use tail to render creatures unconscious
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Dornenbestie Group, Amorphous Thorn whips (d8+4 damage) 17 HP 2 armor Close, Forceful, Reach, Near Instinct: to get back land for nature
- Rip of skin and flesh
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Jorōgumo Solitary, Huge, Stealthy, Devious, Intelligent Webs (d8+3 damage) 20 HP 0 armor Reach, Far Jorōgumo, or spider women, enjoy luring men into their webs. Once trapped, the men are left to die or killed though other means (drowning, suffocation, etc). Some jorōgumo will feed on their corpses at a later date. Rarely, a jorōgumo may show someone a small kindness if she observes they have a love of spiders. Instinct: to entangle
- traps in webs
- She can appear as a beautiful human woman
- Traps and drags people to their deaths