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Skybleeder Group, Huge, Magical, Intelligent, Planar, Construct, Terrifying, Amorphous Claws and tentacles (d8+5 damage 2 piercing) 21 HP 3 armor Reach, Near, Far Special Qualities: Emits unnatural mist, Weeps acid rain, Flies without aid nor wings, Hideous beyond understanding At a glance one might mistake these terrible creatures for clouds - if particularly mobile ones, for they emit a white mist around themselves, concealing their horrific nature. These disguise tends to falter when these clouds start raining slimy red acid, etching the ground and burning unfortunate enough creatures to make contact horribly. Few have seen beneath their cloudy cover, but it is said they are misshapen creatures, like a nightmare in the flesh, amorphous and utterly alien - a product of the experiment of the horrific Kaorti. Given their alien nature they possess magic that grants them the ability to manipulate the weather, something they combine with their acid-secreting ways to harry those on the ground, for if not given orders they will hunt for food - or sometimes even just for fun, to inflict pain and suffering upon the world. There have been reports of the Kaorti themselves riding these creatures - riding upon a platform that they attach to the Skybleeder, still well-concealed within the hiding mists. Instinct: To serve/hunt/hurt
- Regenerate from anything bar fire or mystic force
- Manipulate the winds, lightning, and weather
- Despoil the natural world (and nature magics) with its presence
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Ageless King Solitary, Magical, Divine, Intelligent, Amorphous Aging Dust (d10 damage) 21 HP 5 armor, magical Close, Reach, Near, Ignores Armor Special Qualities: Dust Form A powerful Priest of of the God of Undeath from ancient times, and a King of a long dead empire, the Ageless King is entombed under a stone circle north west of Saint Gilmorg. They rest as grave dust in 3 jars in the main room of the tomb. However, it is still undead, sentient and highly intelligent and powerful. It is trapped within the bounds of the tomb, but there it demands it be left alone. It will make deals to get mortals out of its tomb, or outright kill them if it needs to be. Instinct: To be left alone
- Reason with intruders
- Deny mortal gods
- Make a painful example
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Depth Guard Group, Intelligent Twin Axes (b[2d10+2] damage 2 piercing) 10 HP 5 armor Close, Forceful The Depth Guard are the elite vampiric infantry of the Vampire Coast. Blood Knight warriors one and all, they are hand-picked by their masters and given the Blood Kiss, rather than being simply raised from the drowned rabble. Clad in eldritch armour, they are an unstoppable force on the field of battle, unrelenting in their advance. Instinct: To feed
- Deftly lunge
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Animated Hulk Group, Large, Terrifying Claw (d8+2 damage 3 piercing) 14 HP 1 armor Forceful Special Qualities: It's made from multiple creatures Not all mariners are of human stature and girth. Indeed, many Ogres take passage aboard ocean-going vessels in search of money or food. Thus, not all of Harkon’s eternal indentured servants are man-sized, though for some reason the reanimation process often yields more unpredictable results. Instinct: To destroy
- Barrel towards enemies
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Zombie Gunnery Pirate Horde Pistols and Handguns (d6 damage) 3 HP 1 armor Close, Near Though their weapons are rusted and sodden, many of Harkon’s Undead Pirates cling to the guns they held so dearly in life. Wielding a shabby collection of black powder weapons long past their best, the Zombies of the Gunnery Mob still gain a small spark of the satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower. Instinct: To attack
- Take out their enemies at range
- Hold their position
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Zombie Deckhand Horde Cutlass (d6 damage) 3 HP 1 armor Close Special Qualities: Insubstantial Reanimated from corpses of drowned seaman and other unfortunates who perish at sea, Zombie Deckhands serve the eldritch admirals of the world’s oceans to make up the bulk of Undead pirate hordes. Festooned with rusty and corroded cutlasses and polearms, they are controlled with dread enchantments which enable them to be competent as crewmen as well as fighters, making them ideal for piracy. As with all warriors reanimated from the dead, however, they tend to be clumsy combatants, with their advantages mostly being in the fact they have no will of their own so will continue moving forward regardless of injury or futile odds. Instinct: To swarm
- Shamble towards its enemy
- Slash with their cutlasses
- Sail their ships
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Tourmaline Serpent Solitary, Huge, Divine, Magical, Intelligent, Cautious, Hoarder Jagged Fangs (d12+9 damage 1 piercing) 24 HP 4 armor Reach, Forceful Special Qualities: Crystalline body, burrowing strength A rumble in the earth... Something approaches. Out of the very ground itself, a serpent forms. Blazing bright pink, with jagged fangs lining it's gaping maw, the Tourmaline Serpent is the protector of the Tourmaline Spiral, enshrined here for the safety of future generations. Due to magical interference, it's path has been lost... but it still guards the spiral. Instinct: to Grow
- Manipulate crystalline terrain
- Conjure crystalline manifestations from crystals
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Gem Phylactery Horde, Tiny, Stealthy, Devious, Organized, Intelligent, Hoarder Gem Mandibles (d4-2 damage 1 piercing) 7 HP 2 armor Hand A small beetle-like creature that swarms in hordes, building walls of solid gems as it passes. Exists to guide visitors to the Tourmaline Spiral, but over time it's purpose has been distorted by the magic consuming the Earth's Maw. Instinct: to obstruct
- Obstruct visitors from reaching the Tourmaline Spiral
- Build a wall of gems in an instant
- Retreat to it's hive
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Crystalline Manifestation Group, Stealthy, Magical, Organized, Hoarder Crystal Slash (b[2d8+2] damage 1 piercing) 10 HP 2 armor Close Special Qualities: Crystal transportation, crystal reinforcement An amorphous creature formed out of some sort of large crystal. Shines brightly with an enchanted light, and can manipulate the crystal from which it was formed. Instinct: to Fight
- Test creatures entering Earth's Maw
- Disappear into the crystals
- Conjure another crystalline being
- Call other crystalline beings