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Star Trek Mugato Group Pummel (d8+2 damage) 6 HP 1 armor Close, Forceful Special Qualities: Venomous bite Mugatos were large, intimidating animals that could reach a height of two meters (not including their horns). Covered by a thick pelt of white fur all over their bodies with the exception of their faces and hands, they were similar to the great apes of Earth in their physical proportions and prehensile hands and feet. All of their teeth were sharp and serrated and their fangs contained a strong venom that was fatal within a matter of hours without magical healing. Mugatos had large, thick horns projecting from the top of their craniums as well as smaller spikes running down the spine. They usually traveled with their mates.The Classic Star Trek TOS killer space ape! Instinct: Hunt
- Ambush
- Bite with Venomous fangs
- Devour
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Gray Philosopher Solitary, Devious None (Malices: 1d4d each) 16 HP 0 armor Far (Malices) Special Qualities: Undead, Incorporeal A Gray Philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her mind. In its undead state, this creature does nothing but ponder these weighty matters. The gray philosopher appears as a seated, smoke-colored, insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number (1d8) of tiny, luminous, wispy creatures known as Malices. They have vaguely human faces, gaping maws, and spindly, clawed hands. These vindictive creatures are actually the philosopher’s evil thoughts, which have taken on substance and a will of their own. The Gray Philosopher cannot be turned by a cleric but has no attack of its own; it will not defend itself. Unlike the philosopher, Malices constantly search for victims on which to vent their petty but eternal spite. Malices do not stray more than 120 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight. A malice immune to being turned and may not be damaged while its creator exists. However, all these creatures vanish instantly if their philosopher is destroyed. When a Gray Philosopher falls to 0hp, it looks up with an expression of malicious enlightenment on its face, and then vanishes with a lingering shriek of evil delight. Instinct: Creates Malices
- Ponders
- Generates 1d8 malices
- Only damaged by magic or enchanted weapons
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Hulking Ragebeast Solitary, Huge, Magical, Intelligent, Planar, Terrifying Unstoppable force (b[2d12+7] damage 3 piercing) 28 HP 6 armor Reach, Forceful, Messy, Ignores Armor Special Qualities: Smouldering rage, Gaze of terror A smoky hulk that lives on rage, and towers over all things. A demon that is a manifestation of wrath. Its power cannot be stopped by conventional means, for common battle only makes it stronger. Luckily they are only found in the depths of hell... right? Instinct: To kill, crush, and destroy
- Destroy anything that gets in its way
- Infect with rage
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Marrowwight Scholar Solitary, Large, Magical, Intelligent, Planar, Construct Whitefire bolts (b[2d10] damage) 16 HP 3 armor Ignores Armor, Close, Near Special Qualities: Hive mind While most of Marrowwight's servants are homogenous, power and magic can only be diluted so much before it is ineffective. So it is that particular servants have mystical knowledge and power focused within them, granting them a greater stature and the magicks of either Marrowwight itself or the poor fools who were assimilated by the castle in the past. There are only a few of them luckily, but they are always hungry for more knowledge to add to Marrowwight, and if perhaps the castle comes upon the right secret one day... Instinct: To learn and analyse
- Steal a memory or secret
- Wield stolen power
- Manipulate Marrowwight to its advantage
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Marrowwight Servant Horde, Magical, Organized, Intelligent, Planar, Construct Spear-Antennae (b[2d6] damage 1 piercing) 3 HP 3 armor Close, Reach Special Qualities: Hivemind Castle Marrowwight, an extraplanar castle found in the lower planes. But it is far from any mere castle, it was once a powerful demon lord but it was defeated long ago and reshaped and bound into the form of a fortress to serve as a seat of power for the victor. Its mind was dispersed throughout the pale white walls, and from these walls spring forth servants - tall, humanoid creatures, beclawed and clad in robes and masks making them appear uniform. To mistake them as individuals would be a terrible idea, they are all pawns - extensions of the castle itself, receivers of the hive mind that the demonic predecessor was reduced to, a hive mind that can be added to, for with its great power bound away it can still assimilate poor unfortunates that wander into such a hellish place, with spears that act as antennae for the will of Marrowwight, they can be converted and have their knowledge (and skill) added to the castle. Even defeated, such a powerful threat is never truly dormant, and stirs once more... Instinct: To protect Marrowwight and assimilate to boost it
- Infect with the will of Marrowwight
- Assimilate to create more servants
- Beckon forth more servants from the walls
- Meld Marrowwight to its advantage
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Aelfir Hallowed One Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder, Terrifying Animated vines and plants (d6 damage) 16 HP 0 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Horrify with illusions of death and mutilation Aelfir Hallowed Ones are priests who weild twisted and dark magics against their enemies and to incite other Aelfir into frenzied worship of their bloody gods. Instinct: To see interlopers flayed and burned for their trespass.
- Inspire Aelfir to a bloodthirsty frenzy
- Startle its enemies with illusion
- Conjure a misama of confusion
- Conjure a fog of toxic pollen
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Aelfir Warrior Group, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder Saw-tooth blades (b[2d6+2] damage 1 piercing) 6 HP 4 armor Close Aelfir warriors are skilled, ferocious soldiers. They may not stalk interlopers, but they are cunning and unforgiving in battle. Instinct: to drive off interlopers
- Aggressively defend your territory
- Surprise with a flanking attack or ambush
- strike with poison weapons
- Reveal numbers it was holding back
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Aelfir Scout Solitary, Stealthy, Intelligent, Hoarder Aelfir short bow (b[2d16] damage 1 piercing) 12 HP 0 armor Close, Reach, Near, Far The Aelfir are elves that used to have an empire on the new continent, but now live in a large group in the ruins of their flooded city. Aelfir scouts range the surrounding jungle, hunting for food and killing interlopers on their territory. Instinct: to expose its enemies weakness.
- Stalk its prey from a distance
- Vanish into the jungle
- Inflict its enemy with poison on its arrows or blade.
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Caerbannog Solitary, Tiny, Magical, Intelligent Sharp Pointed Teeth (b[2d10+2] damage 3 piercing) 20 HP 6 armor Hand, Forceful, Ignores Armor Special Qualities: Extremely Fast Healing What appears to be a fluffy white rabbit with exceptionally sharp, pointed teeth. It has a mean streak a MILE wide! Can't you see the bones?! Instinct: Kill and Eat anything that moves. And some things that don't.
- Separate Appendages
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Orc Conquistador Group, Organized, Intelligent, Hoarder Thunder Staff (b[2d8] damage 1 piercing) 10 HP 5 armor Close, Reach, Far From a colonising empire, these Orcs carry muskets and have polished plate armour. They come in large ships with the claim of discovering new lands, but colonise and exploit the lands they find. Their forces are disciplined, regimented, and arrogant in their assumed superiority. Instinct: To claim and colonise.
- Treat all before it with colonial superiority.
- Escape to call more troops
- Communicate in an oblivious and condescending manner.