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Abyss Knight Solitary, Magical, Divine, Cautious Slender Blade of the Abyss 1d10+4 damage 1 piercing) 12 HP 4 armor Close Special Qualities: Abyss Magic, Shield of the Abyss The abyss is not a place to be taken light, and the Abyss Knight is proof of that.. The Abyss Knight is a creature from ages long ago, these venerable knights stand guard over either possession of great power or in defense of a location set in its ways from perhaps a wizard, or a king from it's past. It has brought what little of the Abyss that is left with it to allow it to corrode weapons, armor, and items alike to be sacrificed to the Abyss Although the leader of the Abyss may be forgotten the orders remain forever within the mind. Instinct: To stand guard over a relic long forgotten
- Call upon the Abyss for reinforcements.
- Strike its foes down until none remain.
- Infect it's foe with a touch of the Abyss
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Thrax, the Sixth of the Demon Lords Solitary, Large, Magical, Organized Flame magic/blade (b2d10+2 damage) 16 HP 3 armor Forceful, Ignores Armor, Far Special Qualities: Flame immunity, Weak to Holy Thrax is one of the either great demon Lords who dwells within the earth of (Insert realm name). When he spewed forth from the depths of hell and saw the millions of demons without leadership, he took it upon himself to use his great magicial prowess to tame as many as he kind to serve under him, to dominate over the surface races. Instinct: To rule over his army
- Shoot flames from his hand in a straight line
- Call upon a circle of Flames that expands from him and outward
- Can call upon minions to assist him
- Dominate the minds of those below him
- use a spell previously prepared
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Crystal Corpse Horde, Magical Crystalline Claws (d6 damage) 7 HP 2 armor Close, Near Instinct: To absorb magic
- Nullify Magic
- Release a blast of arcane energy
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Lesser Golem Group, Construct Slam (d8 damage) 10 HP 5 armor Close Special Qualities: Merge with stone Stone guardians that keep alive foes at bay. Instinct: To protect
- Smite nature
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Uncle Ivanovik Solitary, Stealthy, Intelligent Two Handed Wood Axe (d10+4 damage) 16 HP 1 armor Close, Forceful Instinct: to torture
- Stalk other humanoids
- Surprise the PCs from nowhere
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Minipeshu Horde Poisonous Bite (1d8+2 damage 2 piercing) 5 HP 1 armor Close Special Qualities: Poisonous, Weak to Lightning Water panthers are poisonous creatures that are especially deadly because of their prowess both underwater and above the surface. With spiked spines, scaled hides, horns, and teeth that drip with poison, they are the mundane version of the great divine beast, Mishepeshu. While their divine brethren siphon's energy, the minipeshu consume the flesh left behind. Instinct: To feast
- Bite
- Claw at legs to prevent escape
- Group up on enemies
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Rego Daubeny Solitary, Stealthy, Organized, Intelligent Bamberwhale's Pistol (b[2d10] damage 1 piercing) 12 HP 4 armor Close, Near, Far Instinct: To control
- Hunt the Empire's enemies
- Teleport a short distance
- Call for reinforcements
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Wererat Mage Group, Magical, Intelligent, Devious Effluvial bolts (d8 damage) 6 HP 0 armor Close, Near, Ignores Armor Not all wererats simply huddle in the dark, gnawing on crumbs. Whether through innate ability or serendipitous discovery, some few of them learn to access the arcane powers around them. Other wererats often realize that safety lies in both numbers and power, and thus the mages rise to positions of leadership within their clans. Instinct: Protect its wererat clan
- Call upon arcane power
- Call upon natural decay in the sewers
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Sewer Nemesis Solitary, Construct, Terrifying, Amorphous Life drain (d10 damage) 23 HP 2 armor Close, Ignores Armor Special Qualities: Protector of its summoner, Composed of hardened raw sewage Sewer mages have learned to animate the raw materials of their surroundings for their protection. These horrors feed on life force, whether the effluvial emanations from the organic material in the sewers or the much denser and richer lives of whatever the sewer mage designates as feeding material. Instinct: Consume life force
- Draw power from decaying life
- Shuffle continuously
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Wood Wraith Solitary, Huge Pods that explode into poisonous gas (d10+3 damage) 27 HP 2 armor Reach, Ignores Armor Special Qualities: Appears as a regular tree until it animates These appear to be trees, but are not truly so. Some human spirits are unable to move on from the peace of nature to whatever afterlife awaits them and believe themselves protectors of their new homes. But demonic corruption has turned these wraiths. Their bark contains faint life energy traces and thus is highly sought-after for ritual components. Instinct: To ambush travelers
- Lay in wait
- Bend nature to corruption
- Move deceptively quickly