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Zion Beast Group, Large Maim (d8+2 damage 2 piercing) 14 HP 1 armor Forceful Special Qualities: Never Truly Dead Zion Beasts are an unnatural beast with the appearance of horned cougars that are as big as bears. They originated from the realm of Zion (thus giving them their namesake) and it's here that their beast souls reside. A Zion Beast killed in our world isn't truly dead, it merely returns to it's soul in Zion where it grows up again. Instinct: To Prowl
- Reveal a New Mutation
- Nurse Ancient Wounds
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Zion Beast Group, Large Maim (d8+2 damage 2 piercing) 14 HP 1 armor Forceful Instinct:
- Reveal a New Mutation
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Uinuja Group, Tiny, Stealthy, Magical, Intelligent, Construct Ethereal Dagger (d8-2 damage 1 piercing) 6 HP 0 armor Hand, Ignores Armor Special Qualities: Protect worshippers of Desna Born in Elysium and formed from planar energies charged by pleasant dreams, these servants of Desna watch over and study dreaming mortal minds. Uinujas live in collective mindscapes, which are often moonlit islands where rock spires rise to great heights, topped by large cocoons of night-blue silk. These azatas both hunt and are hunted by the painajai demons (see page 19) who serve Desna’s rival, Lamashtu. Dreamthief hags (see page 22) and mortal dream travelers who disturb dreamers might also incur the ire of uinujas. Uinujas enjoy stories about the stars and planes, particularly the Material Plane, which they can usually only see through mortals’ dreams. When uinujas are happy, their wings glow iridescently, while at other times their wings take on a calmer blue or a sullen gray hue. An uinuja stands 9 feet tall and weighs 500 pounds. Instinct: To observe mortal minds
- Walks thru dreams
- Fly with grace
- Spiritual spells
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Twk-men Swarm Horde, Tiny, Intelligent, Swarm Multiple tiny lances (w[2d10-2] damage) 12 HP 0 armor Hand Special Qualities: Flight Twk-men are tiny humanoids with greenish skin. They are commonly discovered riding dragonflies in large swarms. From these insectoid mounts, they flit through their forest territories in search of information that they might barter for expensive materials precious to them. They carry lances, which, though tiny to the human way of thinking, are twice as long as their own bodies. Each dragonfly mount is equipped with a minuscule tack of unknown derivation, including a saddle and tiny pallets on the fly’s underside that carry the substances for which the twk bargain. They wear gauzy one-piece smocks. Instinct: Gather information
- Swarm
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Gaun Group Claws (d8+2 damage) 6 HP 1 armor Close, Forceful A gaun’s form is a monstrous parody of the human frame. Its ropy arms, nearly six feet in length, terminate in huge, clawed hands, covered in coarse gray fur. It uses these to It uses these to grip its prey, which it carries off to kill and eat at its leisure. Its skin can best be described as “corpse-pale” or “fungus-white.” Its protruding upper jaw is equipped with lengthy fangs. The gaun prefers to haunt ruins, where it can find shelter in abandoned buildings. They lack any intelligence or cunning. They do not retreat, even when terribly maimed. Instinct: Consumes
- Hunts
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Pelgrane Solitary, Huge Claws (d10+3 damage) 20 HP 1 armor Reach Special Qualities: Flight Pelgranes are a giant, flying, sentient and aggressive reptile hunting race. Think of a roc sized flying dinosaur that would like to invite you over for dinner. Displaying crested, polished heads--complete with beak and fangs--they can make for a fatal encounter to air-borne travelers. Pelgranes failing to achieve surprise will often converse with their intended prey before attacking them. They enjoy making rude jokes about prey they intend to devour. Instinct: Swoops
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Deodand Solitary, Stealthy, Intelligent, Hoarder, Construct Strangles silently (d10 damage 1 piercing) 12 HP 0 armor Close, Near Special Qualities: Hides in shadows Deodands are intelligent, man-eating humanoids rumored to be borne of a sorcerous experiment. Deodands appear as handsome, muscular men with dull charcoal-black skin, long sharp fangs, and slitted golden or white eyes. The typical deodand prefers to wear a leather harness with bits of velvet or other rich clothes attached. A Deodand prefers to hunt with stealth and strangle its prey quietly. Though vicious and unremitting in his desire to eat other humanoids, the deodand is also cowardly. If obviously overpowered or reduced in hit points it will beg and plead for his life, often offering to guide a party. Adventurers should remain vigilant however if they take the creature up on any offer, as a deodand is not to be trusted. Instinct: Devours
- Sneaky
- Strangles
- Sorcerous experiment
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Press Gang Solitary Blackjack (w[2d6] stun damage) 10 HP 0 armor Close Special Qualities: Stun damage only Gang of ruffians looking to kidnap or "shanghai" innocents for slave service on the high seas. Cowardly, will retreat if injured. Instinct: Enslaves
- Captures innocents
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Blemmyes Group, Stealthy, Intelligent, Hoarder Rudimentary Tools (d8+2 damage) 10 HP 0 armor Close Special Qualities: Disembodied Eye A headless, heavily muscled brute who's broad belly breaks to bare beastly fangs, a flat wet nose nestled between what are as much cheeks as pectorals. Be it on rope, or rod, or ring, or palm these misbegotten beasts keep a baleful beryl stone their constant companion, staring down strangers through a surrogate eye that glows ominously. Instinct: to hoard gems
- Trap a weapon or limb in its slavering maw
- Blind the unwary with a sudden burst of light