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Fey Prism Hawk Solitary, Large, Stealthy, Magical, Hoarder, Planar Talons (d10 damage 2 piercing) 16 HP 1 armor Close, Reach Special Qualities: Dazzling prismatic feathers It was on the third day in faerie that we began to notice weird lights in the sky. Then we saw it, I knew to look away but Jensen looked directly at it, standing stock still while the rest of us dove for cover it snatched him up and away. When we got to the fjord, it was waiting... what happened next is hard to described - especially while trying to not look directly at it, but I made the smart move and fled while the others fought. Instinct: To Hunt
- Attack from the sky
- Snatch something into the sky
- Wield prismatic puissance
- Bewitch with scintillating lights
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Tenebrous worm Group, Tiny, Planar Acid bite (d6-2 damage) 1 HP 0 armor Hand, Ignores Armor Special Qualities: Paralytic poison, Melts flesh into shadows This pallid worm clatters upon dozens of small legs. Writhing bristles twitch on its back, and its shadow seems strangely mobile.The caterpillar-like tenebrous worm is a voracious predator that hungers for mortal flesh. The tenebrous worm is the larval stage of the gloomwing—but in a strange reversal, these younger creatures are more dangerous than the adults they grow into. A tenebrous worm hatches from the corpse of an unfortunate creature that has been implanted with an egg by a gloomwing. The tenebrous worm is fully grown upon hatching, and immediately begins to scour its environs for flesh to consume.Although the tenebrous worm tends to be relatively pale-colored, its internal organs seethe and roil with shadowy energies and dark fluids. As the creature feeds, these shadowy innards begin to grow out of its body, forming strange bristle-like filaments of semisolid shadowstuff not only capable of piercing the flesh of those who would attack the worm, but also possessing a deadly paralytic poison. Additional shadowy fluids constantly seep from the worm's mandibles—when it bites prey, these fluids melt flesh into shadows that the creature can then consume. When a tenebrous worm feeds on enough of this shadowy flesh, the creature seeks out a secluded, shady area (typically just within a cave entrance or in a ruined building) and spins a shadowy cocoon around itself. A tenebrous worm's cocoon exudes the effects of a darkness spell, muting the surrounding light. After a period of several days, the cocoon tears open and a fully grown gloomwing emerges, ready to seek a host for its eggs. *Custom Rule: When first hit by a Tenebrous worm the player must Defy Danger+CON or become paralyzed until the party next makes camp. Instinct: Consume
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Gloomwing Solitary, Large, Stealthy, Planar Implant Eggs (d6 damage) 10 HP 0 armor Special Qualities: Charm, Flight This immense moth has huge purple wings marked with spiraling black patterns that seem to shift and writhe.A gloomwing hunts for 2 to 3 hours at dawn and again for 2 to 3 hours at dusk, preferring to spend the remaining hours of the day hiding in abandoned buildings, caves, or deep canyons or foliage where the shadows are thickest. During its periods of activity, it flies through the sky on the hunt for creatures to attack and implant its eggs in—the gloomwing does not need to eat, leaving this urge to propagate its species as its primary drive.The eerie shifting of patterns on a gloomwing's wings is hypnotic—make a Defy Danger +DEX at or become charmed. This is a mind-affecting effect—gloomwings and tenebrous worms are immune to this effect.A gloomwing can lay eggs inside a small or larger helpless creature as a attack.Within 24 hours of a creature's death, 1d4 young tenebrous worms emerge from the corpse, devouring it completely in the process. The eggs can be destroyed via any effect that cures disease or magically heals.For all the dangers a gloomwing presents, it is the creature's young that pose the gravest threat. These creatures are known as tenebrous worms, and despite being the larval form of the adult gloomwing, are much more dangerous creatures. The fact that a gloomwing can lay several eggs a day if presented with enough living hosts makes them dangerous not for what they can inflict themselves, but for what they can spawn. Instinct: Implant Eggs
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Hellhound Group, Stealthy, Planar (d8+4 damage) 10 HP 1 armor Close, Forceful Special Qualities: Never loses a scent, can eat souls Damnation on four legs, available for a substantial fee by the fine proprietors of Savage and Riptear: Beasts and Burdens for all occasions. Instinct: To serve infernal masters
- Pursue the damned relentlessly, avoiding all obstacles
- Slink invisibly about
- Follow any trail, no matter how cold
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Frenzied Silkmoth Group, Small swooping, scratching (d6 damage) 6 HP 2 armor Close Special Qualities: clumsy flight Instinct: to protect the brood
- When it spreads its wings wide, it dazzles with brilliant bioluminescence.
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Calista, Satyr Cardsharp Solitary, Stealthy, Intelligent, Cautious, Hoarder, Planar Murder and Shatterspeace "Whisper" (d8 damage) 12 HP 2 armor Close, Near Special Qualities: Goat Legs, Resistance to Alcohol C'mon, what's one more? I've got fifty on the big one to put a sword in the beast's gut. Gods damn it! We'll just have to roll this one over... Instinct: Bet it all and win big
- Gamble well, for tremendous stakes
- Be ready with a cheat.
- Bring the party
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Khirral Paran, Silverbough Leader Group, Magical, Organized, Intelligent, Hoarder Silverbough Club (b[2d8+4] damage) 6 HP 2 armor Close, Forceful Once a semi-professional monster hunter, Khiraal was denied the penison he was promised at the end of the Infernal War. What small wealth he had built for himself, a husband, a home, all of it disappeared overnight because of the fires of revolution. He's had a long time to get bitter, and even longer to turn his small monster-hunting band into a group for Elves who feel left out of Galbreth's promises and the progress of the Infernal republic, and who want to break things because of it. Instinct: To shake things up
- Lead the brothers in brutal violence
- Call the beasts of the city to his aid
- Fuel his brother's fury.
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The Silver Bough Boys Group, Magical, Organized, Intelligent Silver Bough Clubs (d8+2 damage) 6 HP 1 armor Close You never thought elves had it in them, did you? They do. The blood of the wild flows in them, and all it takes is enough desperation to let it out. It began as a mutual aid society, you see for elves arriving in the Infernal Republic. When relations froze up, it turned into a "mutual aid society" real quick, if you catch my meaning. Those silverwood clubs aren't just for show. Instinct: To rule the streets
- Make an ostentatious show of force
- Distract someone with Fae magic
- Call the brothers together
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Mr. Snap, Demonic Muscle Group, Magical, Intelligent, Planar Chain Rod (d8+4 damage) 6 HP 1 armor Close, Forceful, Reach A local legbreaker of some repute, and a small-time criminal Mr. Snap is the "gentleman" that taught Joseph Edmain the tools of the spirifer's trade from a very early age, raising him as a sort of son after he was left orphaned. Brutal but disconcertingly merry about it, Mr. Snap bears a magic rod that can shift into a lengthy barbed chain at will, and which obeys simple commands even from a distance. Instinct: Inflict violence
- Break bones to send a message
- Make the chain rod obey his commands
- Appear menacingly right behind you.
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Viessa Traebos, Elven Moneylender Group, Stealthy, Magical, Devious, Intelligent, Cautious, Hoarder Kneebreaker (1d6 damage) 6 HP 1 armor Close Born to a lowly Elven family in Limbo, Viessa learned quick that those with the gold make the rules. Taking up her mother's scrap business, Viessa expanded into operating a second-hand store and pawnshop "Half-a-Downs" which later became the basis for her steadily growing racket. In business with her brother Alaros (as vicious as his sister,but less capable), Viessa's still not afraid to get her hands dirty like she did on the backstreets of Limbo those long years ago. Instinct: To claw her way to the moneyed classes
- Offer a "gift" with strings attached
- Feign innocence or ignorance
- Use a lent spell
- Call in a favor