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?? Lord of Disaster Solitary, Magical, Divine, Cautious, Planar, Terrifying, Fiend, Devil Thunderclap (d12+2 damage) 22 HP 3 armor Close, Ignores Armor Special Qualities: Slimy Skin, immune to electricity, breathe in water. Standing at a squat 6 foot tall, large slimy frog like head and bat-like wings, this Elite of Tarterus governs his layer of storms. It is said he is hidden far from other fiends in Tarterus. His only sense of compassion is for a hell hound he has tamed to guard his layer. When threatened he can summon a small thunderstorm within 1 mile of it's location. Its quaking fists can cause earth tremors and thunder clap can blast away foes app to 30 feet. Instinct:
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Rivenwood Elf Group, Stealthy, Organized, Intelligent Shining bow (d8 damage 1 piercing) 6 HP 1 armor Close, Near Protetors of the Rivenwood, these elves swore fealty to Princess Idreth Balefrost Instinct: to protect
- Protect that which is deemed sacred
- Fire a trick arrow
- Reveal an ambush
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Salamander Solitary, Small, Stealthy, Organized, Intelligent Close, Near The Flamewalkers are old salamander warrior-priests. Able to manipulate magical flame. Of course, they're all dead, what's this guy doing here? Instinct: to trick
- Dazzle the enemy with trickery and flame.
- Make simple tricks look like fire magic.
- Cower behind Salamander squishies
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Remorhaz Solitary, Huge Crushing Pincers (d10+5 damage 2 piercing) 20 HP 3 armor Forceful Special Qualities: Immune to fire and cold Remorhazes are fearsome predators living in the colder areas of the world. Their body generates a fearsome amount of heat, allowing them to easily bore, or more accurately melt, their way through glaciers and ice. This trait also allows some of the more powerful denizens of those frozen realms to use trained remorhazes as living forges. The heat is high enough to melt weapons if one is unfortunate and anyone striking it with a natural weapon suffers d8/d6 damage with the Fire Elemental tag. Instinct: To hunt
- Grab and devour prey
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Zemlemer Horde, Intelligent Brutal Beatdown (d6 damage) 7 HP 0 armor Close Special Qualities: immune to Cold, Weak to Fire Cousin species of the yeti, but even less developed. Zemlemer barely have their own language and only fashion the crudest of tools, being only slightly more developed than gorillas. When threatened, they produce a pungent musk that makes them rather unpalatable to most predators. Instinct: To protect its teritory
- Stink to high heaven
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Great Grub Solitary, Hoarder Tentacles (d12 damage) 12 HP 1 armor Close An unusually intelligent carrion caterpillar, fond of smoking. It can speak and, though generally no more helpful than any other creature of Voivodja, it is secretly bound to give out one useful piece of information per day (inevitably mixed in with lies and inane observations) and is thus occasionally recommended as an oracle. Though rather languid and apathetic, it will attack if it or its possessions are threatened. It lives on a mushroom with magical properties— anyone eating a piece from the eastern half will shrink and anyone eating from the western half will grow. (See Growing & Shrinking, p.24). Sometimes the Grub is the size of an insect, sometimes the size of a cat, sometimes he is human sized, and sometimes he is ogre-sized. The mushroom grows and shrinks with him. It never changes size while anyone is watching. Stats for all four sizes are given, assuming the foe is human- sized. Instinct: Lie and give information at the same time
- Attack with Tentacles
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Singular Chromomental Solitary, Huge, Magical, Planar, Terrifying, Amorphous Fists of a single colour (d10+5 damage) 27 HP 5 armor Reach, Forceful, Ignores Armor Special Qualities: Blindingly brilliant form The powers of the prismatic spells are wondrous and dangerous. If things go wrong one can suffer their own effects or worse - a fragment of the prismatic colours escapes their 'flat' existence, becoming a Chromomental. Violent and crazed in a material, 'bland' universe, they only seek to inflict their colour whatever they may roam, until the energies empowering them dissolve away and their fleeting mayfly lives finally end with a burst of light. It is said red sets things ablaze, orange dissolves things, yellow is akin to being struck by lightning, green is poisonous, blue freezes things solid, and indigo petrifies. Violet is possibly the worst of all though, for they say it can cast those afflicted to the planar spheres with no way home. Instinct: To express its colour
- Inflict its colour's sting with a touch
- Unleash the powers of their colour
- Flicker in and out of existence
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Clock Work (Modron) Group, Small, Organized weapon (d8 damage) 6 HP 4 armor Close, Reach Instinct: To justify, and honor.
- spear
- tele-wave connection
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Star-born Hulk Solitary, Large, Planar fists (d10+2 damage 2 piercing) 18 HP 2 armor Forceful This Hulking creature towers over an average human. It rends with its fists as a form of defense. Instinct: to destroy
- Fist Slam
- Answer from the Stars
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Serpent Guard Group, Organized, Intelligent, Cautious Military halberd (b[2d8] damage) 6 HP 4 armor Close, Reach A simple guard of the Serpentes Empire, who protects the Serpent Empress. Equipped with a halberd and a plate chestpiece. Bucklers adorn their scaled arms, with the symbol of Serpentes. Instinct: To serve
- Grapple with an opponent
- Call for reinforcements