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Salamammoth Solitary, Huge Stomp (d8+5 damage) 24 HP 2 armor Reach, Forceful, Ignores Armor The salamammoth is a tragic embodiment of conflicting drives. It constantly lights fires with it's living magma trunk, but can't resist stomping out the flames with it's massive scoria feet. Instinct: to smash to ash
- Ignite fires and stomps them out
- Melt weapons that strike it
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Akaneburi Solitary, Stealthy, Intelligent Tongue Attack (d10 damage) 12 HP 0 armor Close, Far A humanoid being with red skin, mangy long black hair, and large creepy eyes. It has elongated claws on its hands and feet and a long sickly black tongue. Instinct: It wants to clean all filth in bathhouses with its tongue, but it also wants to clean the impurities of the soul.
- Hides in bathrooms and licks characters with an elongated tongues.
- If it licks players they become sickened and take disadvantage on all roles for the next couple turns.
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Dire Stag Solitary, Large, Cautious, Construct, Terrifying Antlers (d10+2 damage 2 piercing) 16 HP 2 armor Reach Special Qualities: Transformed, Unnatural movement Once a peaceful creature of the woods, the animal that you see before you has a dark and sinister air about them. It moves in a manner most unnatural. Its legs and head twisted. Its muscles jerking back and forth against its own will, as if coerced by some demented puppet master. As it moves towards you, it emits a blood curdling holler. A noise no creature of divine creation would utter. A sound of pure anguish that chills you to your very bones. Instinct: Abide thy master will
- Charge
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Hellknight Solitary, Intelligent, Planar Zweihander (b[2d10+4] damage) 16 HP 3 armor Close, Forceful, Reach Special Qualities: Can detect magic Graveknights who desire to live again occasionally entreat Hell for help. By injecting the armour that the grave knight is bound to with demonic protoplasm, the graveknight is given a powerful body, allowing it to somewhat live again. One weakness of this method, however, is that the hellknight has to reform in Hell if killed, which makes it harder for them to come back into play quickly. Instinct: To champion hell
- Exhale a clouds that causes the Weak debility
- See the invisible
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Maniacreep Swarm Horde, Tiny, Intelligent, Planar, Swarm Gnawing Maw (d8-6 damage) 3 HP 2 armor Hand, Ignores Armor Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire Maniacreeps a small, bizzare lizards from Hell. While intelligent, they seem to express said intelligence in a rather demented way, hunting for hosts they can posess and ride around, usually while hollering and screaming for the sheer fun of it. Instinct: To direct a host
- Makes noises. Lots and lots of really annoying noises.
- Burrow into and hijack a living being
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Fallen Angel Solitary, Stealthy, Divine, Intelligent, Planar, Amorphous Soul Cutting Wing (d10+2 damage) 17 HP 4 armor Close, Ignores Armor Special Qualities: Immune to Mental Manipulation, Acid, Electricity and Fire, Resistant to Cold When angels commit to great a crime to be accepted, their connection to the divine is cut and they are cast out. Such angels keeps some spark of the divinity they once had, but not enough to sustain their form, causing them to fade into ghostly, broken things. Those who endeavor to thrive do so by taking control of mortals, especially holy people, and through them parasitise the divine energy they've been denied. Instinct: To destroy that which is sacred
- Learn about the target with a touch
- Can turn invisible at will
- Possess mortals
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Paladin Templar Solitary, Divine, Intelligent, Cautious Holy weapon (b[2d10+2] damage) 14 HP 6 armor Close The most powerful paladins becomes battle-hardened saints, admired by all who follow their deity and their ideology. Like all paladins, their damage die upgrades by one step against enemies of the faith. Instinct: To champion its deity
- Call upon divine might
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Paladin Crusader Group, Divine, Intelligent, Cautious Holy Weapon (b[2d8+2] damage) 8 HP 4 armor Close Crusaders are active frontline fighters, expected to go into the world and fight the good fight, however that is defined. As such, they are seasoned warriors and skilled with their weapons. Instinct: To champion its deity
- Call upon divine might