-
Medusa Spellstriker Solitary, Devious, Intelligent Dagger (d8 damage 1 piercing) 12 HP 2 armor Close Special Qualities: All around vision, Immune to flanking Medusas often survive in the wilds, where they are less in danger of hurting others or being stoned by an angry mob. Those with magic in their blood often learn to weave the magic into their fighting, obscuring their position until they can get close enough to strike with enchanted blows and venomous fangs. Instinct:
- Petrify with a gaze
- Injects weakening venom
-
Medusa Solitary, Devious, Intelligent Rifle (d8 damage 3 piercing) 12 HP 2 armor Close Special Qualities: Can see in all directions, Immune to flanking A race of humanoids, feared for the cursed gaze, with which they can transform people into statues. Those medusas who live in civilized regions must cover their eyes with various veils to shield their surroundings from their deadly gaze. Instinct:
- Petrify with a glance
- Can inject weakening venom
-
Behir Solitary, Huge, Magical Behir's Blue Bite (d10+5 damage 3 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Immune to electricity Behirs are large, multilegged desert predators with the power to generate electricity in their body. Instinct: To eat
- Grab, squeeze and swallow prey
- Breathe lightning for D8/D6 damage with the Electricity Elemental, Ignore Armour and Group tags
-
Achaierai Group, Large, Planar Wicked Claws (d8+1 damage 1 piercing) 10 HP 0 armor Achairais are animals from Hell. They subsist of a mixture of scavenging and hunting other beings. Instinct: To eat
- Spews a cloud of black smoke that causes D6/D4 damage with the Ignore Armour, Close and Group tags and can confuse people on a 6-
-
Diabolist Hellwrought Solitary, Divine, Magical, Intelligent Trident (d10+2 damage) 14 HP 2 armor Close, Reach These people have not only sworn their souls to Hell, they have proven over time that they are useful assets to the infernal cause, granting the greater power. Instinct: To serve Hell
- Conjure beings from Hell
- Nearby devils deal +3 damage
-
Diabolist Hellbound Group, Magical, Intelligent, Divine Trident (d8+2 damage) 8 HP 2 armor Close, Reach Diabolists Hellbound have sworn their souls to Hell's cause and in return for this commitment, they gain power and strength. Instinct: To serve Hell
- Conjurer beings from Hell
- Nearby devils deal +2 damage
-
Vulpinal Horde, Small, Magical, Intelligent, Planar Fox Claws (d4 damage 1 piercing) 3 HP 4 armor Close Special Qualities: Can speak with animals, Immune to electricity and petrification, Resistant to Cold and Sound Vulpinals are formed from the souls wanderers, often worshipers of gods or goddesses of travel. They love the open road and travel abroad, sharing tales in the realms of the afterlife. They are usually kindly travel partners, always ready to give a hand to those they meet on their way. Instinct: To explore
- Calms emotions with its aura
- Can turn invisible
- Can heal with a touch
-
Cerberus Group, Planar Triple Bite (b[2d8] damage) 6 HP 1 armor Close Special Qualities: Can smell the undead Relatives of the hell hound, the cerberi a three-headed guard dogs, bred in Hell. Vicious and fierce, it takes a skilled devil or demon to train them, but their abilities makes it worth the investment. Instinct: To guard
- Track down intruders
- Their bite anchors people to the dimension
-
Zodiac Solitary, Large, Stealthy, Magical, Intelligent, Planar, Terrifying, Amorphous Torture (b[2d12+2] damage 1 piercing) 23 HP 4 armor Forceful, Reach, Near, Far Special Qualities: Inspires fear Milky white skin, black beady eyes, long, skinny, pointed fingers. Massive closed mouth, only opens when death is near certain. No visible joints, mainly muscle, can bend in almost any unnatural direction. Sleek black cloak, can have the appearance of a normal human. Intense bloodlust for the innocent and pure. Instinct: To toy
- Stalks
- Lies
- Illusions
- From The Abyss
-
Blessed Card Reader Dealer Solitary, Intelligent Punching Dagger (d10 damage 1 piercing) 16 HP 1 armor Close More experience blessed card readers can draw multiple cards and draw upon even further blessings. When battle start, roll 2D6. The shuffler gets two bonuses depending on the rolls: 1 = +2 damage 2 = +2 piercing 3 = +4 HP 4 = Ward 2 against magic 5 = Ward 2 against divine 6 Ward 2 against Elemental Instinct: To manipulate fate Instinct: To manipulate fate
- Draw a magic card