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Mi-go Group, Magical, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous Pincers (d8 damage) 13 HP 2 armor Close Special Qualities: flight, weird science, tremorsense, immune to vacuum, immune to cold, alien fungoid biology These membrane-winged creatures somewhat resemble lobsters in that they have many legs, feelers, and eyestalks, and forearms that end in pincers. Though they appear to be crustaceans, they are actually fungus creatures. Mi-go are immune to the effects of cold, dark, and vacuum, and can fly across interstellar space. They cannot speak, but communicate by changing the colors of their brain-like heads, and they can approximate human tongues in buzzing, insect-like voices. Instinct: Experiment
- Fly into the sky to drop them from a height or take them so high that their lungs burst.
- electric gun (stun or 1d10), activate bio-armor (3 armor)
- mobilize mi-go or release ghastly experiment
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Temple of the Shark Prisoner Group Fists (1d4 damage) 6 HP 0 armor Close Desperate prisoners of the Temple of the Shark, soon to be punished by being thrown into the shark infested waters and devoured. Instinct: Panics
- Pleads
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Grell Solitary, Large, Intelligent, Hoarder, Planar Tentacle grab (d12 damage) 16 HP 0 armor Close, Ignores Armor Special Qualities: Paralyzing Tentacles, Flight, Telepathy Grell are fearsome alien predators who exist only to devour other living beings. These aberrations divide all creatures into two categories, the eaters and the eaten, and humans fall into the latter. Grell resemble a bloated flying jellyfish. Their gray-green mass is covered in folds and wrinkles and appears like nothing so much as an enormous brain with a hard bony beak. The creatures have no eyes, instead perceiving the world by receiving sound waves and electrical impulses through their skin, which functions as a single huge ear. A grell is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. A grell’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.A grell has ten pink or purple prehensile tentacles with retractable barbs that inject a paralytic toxin. Sages hypothesize that the creatures spread from world to world by planar travel, either through magical portals or the Vale of Shadows. Grell have no ambitions of conquest or slavery, desiring only food, making a grell a purely local problem, but left unchecked it can represent a plague of predation capable of depopulating an entire area. Instinct: Devour humans
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Atlesian Paladin-290 Solitary, Large, Construct Lasers, rocket launcher (d10+2 damage 1 piercing) 20 HP 4 armor Far Special Qualities: Metal exoskeleton, Flight The Atlesian Paladin-290 is a massive mechanized battlesuit developed by the Kingdom of Atlas' greatest minds in cooperation with the Schnee Dust Company. Paladins are enormous, able to take up an entire lane on a highway. The Paladin’s cockpit houses and secures one pilot, with several holographic displays available to monitor the status of the Paladin and survey the surrounding environment. Paladins are armed with two energy guns on its side, rocket launchers mounted onto its back, and double-barreled kinetic guns on the sides of the energy guns. Despite their weight, Paladins are mobile enough to jump over an entire highway and outrun cars. Instinct: To be the most dangerous thing in a fight.
- Deflect an attack made against an ally
- Launch into the air to reposition itself in the fight.
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Atlesian Knight-200 Horde, Organized, Construct Dust rifle, fire dust blades (d6 damage 1 piercing) 3 HP 5 armor Close, Near Special Qualities: Metal exoskeleton The Atlesian Knight-200, otherwise known as the "AK-200," is the android successor to the Atlesian Knight-130. These androids possess a more advanced appearance than their predecessors. They are clad in white armor, with black beneath. These androids also possess more leg armor, while their chest armor is similar to the AK-130's in terms of appearance, and overall look somewhat more humanoid. AK-200s are armed with two rifles, carrying one, and having the other mounted on their back. The AK-200s have a rather more advanced form of artificial intelligence, being able to fire with quick precision that can quickly overwhelm a target. AK-200s retain the built-in blades along their forearms, which they can use in melee combat. Their bodies are also quite durable, sometimes able to survive steep drops from the sky or the full impact of a roll-charge from a Boarbatusk without any noticeable signs of damage. Instinct: To protect and serve.
- Spray a group of foes with automatic rifle fire.
- Call more Knights to the fight.
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Atlesian Knight-130 Horde, Organized, Construct Fire dust blade, machine gun hands (d6 damage 1 piercing) 3 HP 2 armor Close, Near Special Qualities: Metal exoskeleton The Atlesian Knight-130, otherwise known as the "AK-130," is an advanced type of dust-powered, crude android with enough AI to speak and coordinate themselves. They are currently the standard security model in Remnant and possibly other kingdoms. The AK-130 is metallic grey, with highlights on its chest and head that glow red when operational. They possess wrist-mounted blades that also glow red along their length. They typically are only a threat in large groups, and usually fight hand-to-hand, although they can convert their hands into revolving automatic weapons or alternatively, into large curved, wrist-mounted blades, fighting with both in a dual-wielding style. Instinct: To follow orders; to protect.
- Leap from a distance to attack a foe.
- Call other androids to fight.
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Plague Worm Solitary, Huge, Devious Crush (d8+5 damage) 20 HP 2 armor Reach, Forceful, Far Special Qualities: Mindbreaker “Writhing mass...glistening scales... gaping maws... It’s in my head! I can see it when I close my eyes! It calls me... back to the dark... it’s still with me! In my head... in my flesh...” -Aldous Algamite, dwarven miner (on his deathbed)
The Plague Worm is an insidious byproduct of magical contamination of the (more) common purple worm. Unlike the conventional proccess by which young are hatched from large eggs in small numbers, the Plague Worm’s reproductive process involves leaving behind a slimy residue containing thousands of tiny burrowing larvae in the tunnels it digs. Skin contact causes these larvae to burrow into the victim, where they slowly feed on the host. If it is unlucky enough to survive long enough, the host will eventually birth several “Rotgrubs” which is invariably fatal to the host. Furthermore, if an unlucky creature is unfortunate enough to meet the worm itself, it may fall prey to infestation of a different kind. The worm calls it’s prey, tugging on the psyche, indoctrinating. The “Vermin Cults” of the Plague worm are dangerous and contagious. The Worm can crush a man with its bulk in a moment. It doesn’t need to. It is defended. It is beloved.
“Iä! Iä! Iä! The Purple Worm! Iä! Iä! Iä!“
Instinct: To Consume Body and Mind- Contaminate
- Bend the mind of its prey
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Vampire Blood Lord Solitary, Magical, Stealthy, Intelligent, Hoarder, Terrifying Myriad ancient arms (b[2d12+4] damage 4 piercing) 20 HP 6 armor Close, Forceful, Reach, Near Special Qualities: Unspeakable mind, Polymorphic form Vampires are horrible monsters, capable of breaking the wills of people and making them slaves, only to feast upon their blood and toss the hollow remnants away like bones from a feast. What could rule over vampires? Pray you never find out... Instinct: To rule
- Crush wills with a glance
- Drain blood with a touch
- Work blasphemies unheard of by mortals
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Meenlock Group, Small, Devious, Intelligent, Terrifying Chitinous pincers (d8 damage) 6 HP 1 armor Close Special Qualities: Horrid alien features, Telepathy Meenlocks are two-foot tall, bipedal creatures with horrid, insect-like features that are covered in black, shaggy fur. They live in small groups (no more than 5 to a group) in underground caves. The mere sight of a meenlock can cause low-level intelligent creatures to collapse in fear, their touch causes paralysis . If a meenlock lair is disturbed, the occupants will silently follow the responsible party and wear down a single member (chosen generally at random, although humans and paladins will be given priority) with a continual low-level telepathic assault that manifests as whispered voices, strange noises, and other phenomena only perceived by the chosen target. When their weakened prey beds down for the night, the meenlocks will attempt to paralyze them (killing anyone else who resists), carry them back to their lair while still alive, and turn them into another meenlock through a short, gruesome procedure. Instinct: Protect the tribe
- Touch causes paralysis
- Telepathic assault
- Relentless