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Necromancer Solitary, Magical, Intelligent Shadow blast (d10 damage) 12 HP 4 armor Close, Ignores Armor, Far Instinct: Corrupt
- Raise the dead
- Raise the dead
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Gnome Warlock Solitary, Small, Stealthy, Magical, Intelligent, Hoarder, Planar Eldritch blast (d10 damage) 12 HP 1 armor Close, Ignores Armor, Near Special Qualities: It wasn't me!, That wasn't me! Many are drawn to power, few are able to find it. Fewer still are willing to say the words and make the signs and bind your soul to something far greater, but those that do can wield impossible power. Gnomes are already skilled at magic and illusions, but to augment yourself through the power of an archfey patron is more and more common nowadays, as the world fades into grey and magic slowly dies. But the trouble with power that isn't truly yours, is that it's addictive, you always want more and if you ever lose it you will never be the same again. Creatures like this get desperate, and desperation breeds terrible acts. Instinct: To seek power
- Warp minds and break wills
- Wield illusions
- Unleash fey might
- Utilise the weirdness of faerie
- Sacrifice for power
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The Witch of the Ashwood Solitary, Stealthy, Magical, Intelligent Pestilent Curse (d10 damage) 12 HP 0 armor Far, Ignores Armor A story to scare children, an old wives tale, a face briefly glimpsed in a nightmare: most think the witch of the wood to be nothing more than these. The few who know her to be more know little about her. Her age, origin and true nature are all lost to the endless decades she has haunted the Ashwood. What is known is the deep, dark pleasure she takes in twisting others to her will, and her talent at causing terrible pain. Instinct: Twist and Torture, Coerce into Service
- Place a curse on a hated foe
- Strike a dreadful bargain
- Twist nature to her will
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Shadow Wight Group, Intelligent, Terrifying Shadow blade (b[2d8] damage) 10 HP 1 armor Close, Ignores Armor Special Qualities: Chilling gaze Souls who do not earn their way into any particular deity's heaven are offered a choice: become one with the void, or wander the Fulldark for eternity. Souls that enter the Fulldark are met with a blasted, twisted mirror of the world they tread as mortals. It doesn't take long for they themselves to be corrupted. When a soul from the Fulldark returns to the land of the living, be it through magic or some terrible bargain, it appears as a being of pure shadow, but for the terrible, empty white eyes with which it sees the world it lost. Instinct: To Spread its Baleful Influence, to Drive Out the Living
- Strike with dark weaponry
- Convert into Shadow
- Open a gate to the Fulldark
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Dread Bird Group, Large Beak (d8+2 damage 2 piercing) 10 HP 2 armor Instinct: To hunt down the weak or injured
- Tear its prey to shreds
- Seek out easier prey
- Give chase
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The Thing in the Oak Solitary, Magical, Devious, Intelligent, Terrifying, Amorphous Claws (d10 damage) 15 HP 1 armor Close, Near Special Qualities: Abominable The village of Holmoak has always stood out from its neighbours in the Fenwater Delta for its prosperity, and the enormous oak tree visible for miles in the flat, brackish delta. What most don't know is that an ancient creature lives in the great oak: a pale, faceless vaguely man-shaped creature. It knows all that happens in the area under which the oat's roots spread. It is able to alter its limbs at will, elongating its fingers into razor-sharp claws or rootlike suckers that drain life. It uses its magic to improve the village's fortunes. In return, a cult of villagers feed it travelers. Its flesh is spongy, porous and uniform: it has no organs to speak of. It can only be truly harmed by piercing weapons carved from the wood of, or burned with fire kindled from, the great holm oak it lives in. Instinct: To endure
- Know its domain
- Drain essence
- Call cultists
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Bundimun Solitary, Tiny, Magical, Cautious, Terrifying, Amorphous Acid (d10-2 damage 1 piercing) 19 HP 4 armor Hand, Reach, Ignores Armor, Near Special Qualities: It appears like a patch of fungus Skilled at crawling under floorboards and skirting in houses. At rest it looks like a green patch of fungus, but smells like rot and decay. The acid is secretes can rot away the foundation of a house. When alarmed it will scuttle away on its many legs, but is able to secrete and shoot its acid when cornered. Its acid can be diluted to be used in certain cleaners. Instinct: To eat
- Secrete acid
- Run and hide
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Bowtruckle Horde, Tiny, Organized, Intelligent, Amorphous Long, sharp fingers (d4-2 damage 1 piercing) 10 HP 2 armor Hand Special Qualities: Blends in with sticks and trees A type of tree guardian and usually found in trees suitable for wand making. It is small as it does not grow larger than 8 inches. It is commonly mistaken for a bit of bark or stick. Normally peaceful, but will attack any who try to harm its tree by jumping down and normally attacking the eyes of the victim. It is smart to offer some woodlice to the bowtruckle before harvesting the wood from its tree. Instinct: Protect its tree
- Stab delicate parts
- Chirps to warn others
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Billywig Horde, Tiny, Stealthy, Devious, Organized Stinger (d4-2 damage 1 piercing) 3 HP 2 armor Hand, Far Small insect about half an inch long. Colored vivid sapphire blue, though it moves too fast to be seen when not hovering still. It wings, which are attached to the top of its head, rotate very fast and cause it to spin as it flies. The bottom of the body has a long thin stinger. The stinger, when dried, is used in many potions and brews. Instinct: Hide
- Sting Victim
- Moves too quick to see
- Causes giddiness and levitation when stung
- Whistles for others to join
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Hetzerdämon Horde, Small, Magical, Stealthy, Organized, Terrifying shadow bite (b[2d6+2] damage) 7 HP 4 armor Close Special Qualities: changing form Instinct: to pursue
- Follow despite all obstacles
- hide in the shadows
- summon more Hetzerdämonen