-
Mordiggian Avatar Solitary, Huge, Magical, Divine, Planar, Terrifying, Amorphous Life Drain (w[2d12+5] damage) 29 HP 5 armor Reach, Ignores Armor, Near, Far Special Qualities: Various Forms Mordiggian, also known as The Charnel God, is a Great Old One associated with ghouls, necromancers and death created by Clark Ashton Smith for his Zothique stories, where he debuted in the story "The Charnel God" as the primary god of the city-state of Zul-Bha-Sair, attended to by a mortuary-cult of ghouls dressed in long, hooded robes of purple paired with silver skull masks. Although capable of ferocious acts of wrath when roused to anger, he is generally a peaceful, amiable god who genuinely respects his faithful worshippers and who merely asks to be fed with the bodies of the dead. This makes him a true minority amongst the deities of the Cthulhu Mythos. He has appeared in Chaosium's Call of Cthulhu Malleus Monstrorum. Creature, Gods, and Forbidden Knowledge, and in Pathfinder. This name is used in Zothique, Man's last continent, and it is entirely possible that this gigantic creature is the same as Shaurash-Ho, although the name might go back to medieval France, and be a corruption of the Latin "Mortician" (to do with the dead). May be identical to Cynothoglys. He would seem to be the main subject of The Ghoul's Manuscript and Culte des Goules. Described variously as swirling darkness, a gigantic shadow, a worm shaped column. Instinct: Render to Dust
- Consumes Corpses
- Cthulhu Mythos Great Old One
- Patron of the city-state of Zul-Bha-Sair
-
Kenku Madam Solitary, Magical, Stealthy, Intelligent Vector Control (d12 damage) 12 HP 4 armor Close, Far A dozen kenku who inhabit one body which speaks with 12 voices. Instinct:
- Uses illusion
- Mislead and Trick
- Summon Minions
-
Pikachu Group, Small, Magical Claws, Slam, Thundershock (d8 damage) 6 HP 0 armor Close Yellow mouse pokemon that is knee-high and stores electricity in its cheeks. They live in forests and multiple pikachus combining power can create a thunderstorm. Instinct: To be left alone
- Lightning bolt magic (thundershock)
- Quick physical attacks
- Dogdes
- Electrocutes when grappled
-
Sumpfmonster Solitary, Huge, Stealthy Tentacle (d10+2 damage 3 piercing) 24 HP 1 armor Reach, Forceful, Near Special Qualities: Regeneration Das Sumpfmonster ist so alt wie der Sumpf selbst, es war vor den Menschen und sogar vor dem Echsenvolk hier und es wird auch noch lange hier sein nachdem beide wieder verschwunden sind. Es ist so unberechenbar und tödlich wie der Sumpf selbst und wartet nur auf den nächsten Snack in Abenteurerform der sich in das Dickicht wagt Instinct: Zu wachsen und zu gedeihen
- Verschlingen und Wachsen
- Unterirdischer Angriff
- Giftwolke ausstoßen
-
Corrupted Kelder Tree Group, Large, Amorphous HUGS (d8 damage) 17 HP 2 armor Near Special Qualities: Paralysing hairs This tree can walk slowly, lash vines and flail limbs, both of which have tiny hairs full of a paralysing agent, it then drains the victim with its roots. Instinct: Secure Nutrients
- Grab, Paralyse & Drain
-
Vitox Group, Small, Devious Poisonous Vines (d6+2 damage) 6 HP 1 armor Close, Reach, Near Special Qualities: Tendril reach The Vitox are small plant-like humanoids with roots for feet and multiple vines for arms. Found it jungles and amongst other dense vegetation, they travel in small groups foraging for nutrients to feed itself and it’s colony. You can tell the age of a Vitox by the number of ‘arms’ it possesses. Be careful around these seemingly harmless creatures, for they can quickly ensnare creatures much larger than themselves and steal their provisions. If threatened, they will use their rapid growing vines like a whip to keep any threat at bay, resorting to its poison touch if all else fails. Somewhat like a bee in this regard, using poison will sap the Vitox of it’s own vital fluids. Instinct: To steal
- Forage for Provisions
- Whip with poisonous tendril
- Entangle with tendrils
-
Mushroom-Cave-Crab Group, Small, Stealthy, Cautious Crab-claws (d8+4 damage) 6 HP 4 armor Close, Forceful, Ignores Armor Special Qualities: Walk on rough walls and ceilings. Big, black, shimmering crabs with backshields overgrown with fluorescend mushrooms to lure in prey. Full with intrails of acidic juices which squirts out on first penetration of the armor. Instinct: to eat
- Luring prey into an ambush.
- Hide in plain sight. Spew acidic blood if pierced.
-
Mudmander Horde, Small, Organized, Amorphous Teeth (d4 damage) 10 HP 1 armor Close Special Qualities: Tail will merge with swamp mud to create a new mudmander A cat sized salamander made entirely of mud that was created from magical residue blending with swamp creatures. When frightened or angered it "drops" its tail into the swamp mud, where a new mudmander quickly grows. Instinct: To multiply
- Regrow from dropped tail
- Drop its tail
-
Angelhead Group, Tiny, Divine, Terrifying flying bite (d6 damage) 10 HP 0 armor Hand Special Qualities: It's the decapitated head of an angel of Mildred, dripping putrid sludge from its wound The angelheads are either two colors, white with a vaguely chiseled face, or deep black with points of starlight shining through the face. They typically attack in swarms of even numbers, and will fly away shortly after their partner is dropped. Instinct: Spread the decay of Mildred
- Vomit forth unholy ground
-
Soul Group, Magical, Planar, Amorphous Soulsucker (d8 damage) 5 HP Close, Ignores Armor The souls in the afterlife don't react on approaching intruders, but some forces might make them hostile. Their only form of interacting with the living is directly with the soul, so they might grab on it and pull it out of them. The living will lose their strength for every piece of their soul getting ripped out of their body. Instinct: suffer through eternety
- Wander aimlesslly
- drag the soul out of the body
- suffering in the afterlife