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Frost Devil Group, Planar, Terrifying, Amorphous Quicksilver Blade (b[2d8] damage) 9 HP 3 armor Close Special Qualities: Sub-Zero Body Temperature Their body temperature low enough to freeze quicksilver solid - in fact, their weapons and armor are made of it. Just a touch is enough to cause instantaneous frostbite. Instinct: To freeze
- Encase in ice
- Spread the deep frost
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It who stalks the night Group, Stealthy, Planar Claws (d8+2 damage) 6 HP 3 armor Close, Forceful, Near Humanoid shapes about a person size that stalks in the night moving in the shadows, they come from the darker planes. the strangle and take people whom are never seen again Instinct: to devour
- Silent Strangle
- Move into shadows
- Moves between realms
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Azkarix of Many Agonies Solitary, Large, Magical, Stealthy, Organized, Intelligent, Hoarder, Planar, Terrifying Manifested agony (b[2d12+4] damage 4 piercing) 24 HP 6 armor Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Soul-sight, Aura of pain The greatest beings of the infernal realms tend to be known as Archdevils or Demon Princes or similar, and Azkarix of Many Agonies is no different. Spoken of in hushed tones, he is a master of torment - perhaps even *the* master of torment, and has acquired many powerful secrets in his time that alone would make him a terrifying foe. But no, he commands agony with but a thought and can drive people made from suffering and torment. Luckily, it is said that he spends most of his time in his citadel, pouring over his accumulated knowledge, making plans, and supping upon the various agonies that he has acquired over the aeons, but if there's anyone who knows how to break into the mortal realms, then it would be him. Instinct: To torment and rule
- Inflict agony with but a thought
- Manipulate the senses and create false agonies
- Wield arcane secrets of frightening power
- Beckon forth numerous servants from the planar spheres
- Drink agony for nourishment and power
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Greer Group, Organized, Hoarder, Planar, Terrifying Smash n' Stab (d8+4 damage) 6 HP 1 armor Close, Forceful Special Qualities: Str: +3, Dex: +1, Con: +2, Int: -2, Wis: -1, Cha: +0 Greers were humanoid creatures created by the Shadow Lord. They were the first beings the Shadow Lord created and were bred for fighting. Instinct: To kill, destroy, and eat meat
- Hack and Slash: Gets a turn to attack enemies
- War Horn: On its turn can roll a Cha check to call more Greers
- Shadow Made: Causes Despair to NPCs
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Rathiel Solitary, Magical, Stealthy, Divine, Intelligent, Planar Muerte y descomposición (d12+2 damage) 14 HP 5 armor Close, Ignores Armor, Far Avatar del dios de la guerra elfo, busca la venganza en frente de los humanos que condenaron a su pueblo a la esclavitud. Instinct: Venganza y Terror
- infundir el miedo
- ilusiones de muerte
- Magia de muerte y degradación
- Invocación de los planos
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Dwarven Sentry Golem Group, Small, Cautious, Construct war hammer (d8+2 damage) 4 HP 4 armor Close, Forceful Special Qualities: clockwork Built and utilized by the dwarves of Krakolin Hold, sentry golems are portable deployale guards. They fold up into a portable crate the size of a medium rucksack. When deployed they unfold into a form resembling a slightly undersized metallic dwarf. They can be set to attack any intruders who enter an area. Rather than patrolling they lie in wait on the periphery perfectly still. Because of this they often catch their targets unaware. Instinct: to guard
- Charge at an intruder from concealment
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Razor Spider Horde, Tiny, Stealthy, Organized spit crystal (d6-2 damage 1 piercing) 3 HP 3 armor Hand, Reach, Near Razor spiders live in the Crystaline Caverns between The Umbral Forest and Krakolin Hold. They are about the size of a rat, colony dwelling, spiders with black chitin hides. Their hides while black when seen from straight on contain significant ammounts of the minerals making up the crystals they live in. Because of this they catch the light at odd angles and glimmer with a purple hue reminiscent of the crystals they live in. They line the caves they live in with webs made from those same minerals. These webs are near invisible and razor sharp. They hunt by startling their prey into the webs which simulatneously stick to the prey and eviscrate it. Instinct: to ensnare
- scuttle quickly away
- startle someone into a web
- vibrate web to alert others
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Mordicant Solitary, Large, Magical, Intelligent, Planar, Construct, Terrifying, Amorphous Claws (b[2d10+4] damage 4 piercing) 27 HP 7 armor Forceful, Ignores Armor, Near Special Qualities: Tracking abilities, terrible speed, Serves the necromancer who bound its spirit to this form, Necromancers sculpt Mordicants into terrifying shapes A body of molded bog-clay and human blood, controlled by a spirit sundered from its body. Instinct: to obey its master
- Crush and Tear
- Can cross between life and death at will
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Soldier of the Light Group, Divine, Intelligent, Cautious Blessed Sword (b[2d8+2] damage) 8 HP 3 armor Close Instinct: To hunt evil
- Make a moral stand
- Unwavering loyalty to his commander
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Baldor(Hand of [Pope]) Solitary, Divine, Magical, Organized, Intelligent, Cautious Blade of the Light's Hunt (b[2d10+2] damage 2 piercing) 12 HP 6 armor Close Instinct: to hunt the unwanted
- Corrupt those under his command
- Direct Ball of Sunlight at foes
- Command the Light's Soldiers