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Dragonkin Horde, Intelligent, Large Dragon Glaive (d6+5 damage 1 piercing) 7 HP 2 armor Close, Forceful, Reach Smaller and more humanoid than the dragons they resemble, dragonkin are an extremely emphatic species, even capable of crafting an intensely close bond that allows them to speak with their partner through their thoughts. Instinct: To protect its partner
- Bond with another being
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Tiefling Heart Piercer Solitary, Intelligent, Evasive Rapier (d10+2 damage 3 piercing) 16 HP 1 armor Close Special Qualities: Resistant to Cold, Electricity and Fire These tieflings are master duelist, targeting and eviscerating a single opponent before moving on to the next, relying on their nether-worldly constitution and grace to see them through trouble as they systematically dismantle the opposition. They gain +3 damage and +3 armour as long as they are engaged with a single opponent. Instinct: To succeed
- Create Clouds of Darkness
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Erinyes Solitary, Intelligent, Planar Flame Forged Rifle (b[2d10+2] damage 1 piercing) 12 HP 2 armor Close, Near, Far Special Qualities: Flight, Immune to Fire and Poison, Resistant to Acid and Cold Erinyes are the determined hunters and executioners of hell, leaving the question of guilt for their superiors. Their determined and merciless, capturing and killing without hesitation as their mission requires. Instinct: To hunt Hell's enemies
- Entangle an opponent in rope
- Sees through illusions and invisibility
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Tiefling Fist of Torment Solitary, Intelligent, Evasive Bone Breaking Fist (b[2d10+2] damage 1 piercing) 12 HP 0 armor Close Special Qualities: Resistant to fire, cold and electricity Tiefling monks channel their fiendish heritage into improving their ability to channel ki. The mixture of otherworldly power and inner energy allows them to channels bursts of pain through their attacks. They can grant themselves the Agonizing tag for three attacks. Instinct: To succeed
- Create clouds of darkness
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Devourer Solitary, Large, Magical, Devious Soul Ripping Claws (d8+4 damage 3 piercing) 20 HP 0 armor Forceful Special Qualities: Undead, Flight, Can transfer mental manipulation to a devoured soul, Can see the invisible A devourer forms under a most peculiar set of circumstances, when a newly formed soul inhabits a corpse instead of a new life. This bizarre fusion creates a being that is born dead, its mind a strange mixture of old memories from the deceased and new impressions from the soul. Instinct: To eat souls
- Devour a soul
- Animate the dead
- Can inflict random debilities with its touch
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Star Trek Denevan Neural Parasite Swarm Horde, Tiny, Devious, Planar Infecting Bite (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Pain Enslavement of Infected A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as "resembling, more than anything, a gigantic brain cell." Looking -- and moving -- like a half-digested Frisbee, these creatures are part of a large organism that takes over humans' nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. (This is also the episode where we learn that Spock has nictitating membranes. That doesn't have much to do with the monster. It's just creepy.)Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim's nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as "far, far too involved for conventional surgery to remove." Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation could have led to insanity and death. Infected victims cooperated in working towards the parasites's objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy. Instinct: Destroy
- Infects
- Enslaves with pain
- Sunlight kills
- Magical healing kills
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Star Trek Orion Group, Stealthy, Intelligent, Hoarder Long Daggers (d8 damage) and Nets 6 HP 0 armor Close Special Qualities: Female charm Orions are famous slave traders known for their distinctive green skin, although at least some have a pale grayish complexion. Orion males were typically bald and, on average, taller and more muscular than the average Human male. Orion females could have black, green, or red hair. Orion females were very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction. In Orion society, the males were slaves to the females. As a means of deceiving outsiders, the Orion males maintained the facade that the females were the slaves. This went as far as to sell Orion females on the slave market. Once sold to a male, the Orion slave girls used their unique physiology to their advantage; their highly potent pheromones accelerated the metabolisms of males of many species, raising adrenaline production to dangerous levels which caused aggression and, ultimately, a form of delusion. Its most significant effect was to make them susceptible to suggestion. Not long after, the "owner" males began taking orders from their "slave" females. The pheromones' effects were cumulative; the longer exposed, the more pronounced the results. Females react negatively to those same pheromones, experiencing headaches and often manifesting a strong dislike of the female Orion “slave”... Instinct: Enslaves
- Trades slaves
- Females may charm male humans
- Not to be trusted
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Sleestak Group Crossbow or Nets (d10 damage) 6 HP 2 armor Close, Far The Sleestak are a reptilian bipedal humanoid species. They have a thin but wide-set mouths and large, round black eyes that are averse to light. Covered mostly in green scales, their bellies are yellow. Sleestak also have claws on their feet and on their hands, with a horn protruding from the top of their heads. They breathe with a pronounced breath sound as if breathing through congestion. This is probably due to their wide set mouth and flat nostrils.At one time, in the distant past, the Sleestak were known as Altrusians. They were a very peaceful and intelligent race. They eventually grew into an advanced civilization, and had seemingly mastered many (if not all) of the secrets of the Land of the Lost. They created cities and temples. Unfortunately, the Altrusians lost control over their emotions, and destroyed their civilization becoming known as the Sleestak. The Sleestak now are a degenerate race that have lost much of their knowledge and culture. The Sleestak are accomplished in the arts of building, foraging, and hunting, and make and use crossbows and nets to hunt. The crossbows are no larger than the size of a Sleestak's forearm. Instinct: Devour
- Slow
- Seek to capture men for alien rituals.
- Fearful of fire
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Felnach Infiltrator Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar Poisoned blades and knives (d10 damage 1 piercing) 12 HP 1 armor Close, Near Some theorise the felnach weren't always demons, but that they made dark pacts while they were mortals and when their fell master came calling they could not resist, and were dragged into the lower planes. Seen as 'demonic cat-people' by the less educated, yet there is some truth in the matter, but nonetheless they are truly demons now, albeit lesser ones, pushed around easily by the hierarchy. The infiltrators are more of a concern, used sparingly, they learned dark secrets from their patron granting them strange powers that let them slip in and out of places with ease, all for the purpose of stealing artefacts and secrets both. Some demonologists summon them into the world for that purpose, but there is usually a catch - usually they are only allowed to attend the summons if they are capable of accomplishing some other, darker deed while they are in the natural world. Remember that all things have a cost, especially when it comes to demons. Instinct: To steal and kill
- Vanish and reappear elsewhere
- Escape in a burst of acrid smoke
- Utilise demonic shadow arts
- Sense sources of greed and envy unerringly
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This insect like creature pries on the human mind. This species of rare termite like bugs has extremely high intelligence and believes in being the superior race. they despise all human kind and strive on deriving all value and motivation from within human like creatures. These small bugs are able to link up and conform into whatever shape they so desire and can exponentially multiply. They have thin, though durable, needle-like teeth and hundreds of legs that are easily able to link up in order to connect with their kind. As a collective, they work to play tricks on the mind, able to make they prey see what they want them to see and can even inflict permanent damage. They also strive to strip their pray of what they find to be of value. they live underground and can travel at extremely fast rates and cover a large mass of surface area. Instinct: To gorge off emotion
- Illusory Disguise
- Become what you fear, desire, or hate
- Memory Lapse
- Rattle