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Sedna Avatar Solitary, Divine, Magical, Planar Skeleton talons (d10+2 damage 1 piercing) 25 HP 0 armor Close Special Qualities: Divine, Primary Inuit goddess, Does not suffer fools, Aquatic, Immune to magic, Immune to non-magical weapons, Commands dead spirits Sedna is the Inuit Goddess of the Underworld and the Ocean. The Inuit believe the afterlife to be located at the bottom of the sea; which Sedna rules. Sedna started existence as a simple Inuit girl. Sedna was killed by her father. Varying legends each give different rationales for Sedna's murder. Yet, in each version, her father takes her to sea in his kayak, chopping off her fingers and throwing her into the sea.In each version she sinks to the bottom of the sea; to be worshiped by hunters who depend on her goodwill to supply marine sea creatures to hunt.She is generally considered a vengeful goddess, and hunters must placate and pray to her to release the sea animals from the ocean depths for their hunt.She is often depicted with a fish tail, like a mermaid. Inuit souls are sent to her for a year after death before they are reincarnated back into their tribe. Instinct: Punishes
- Rules Inuit underworld and oceans
- Commands sea creatures and the dead
- Inuit Goddess; appears as an arctic mermaid with skeleton talons
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Saumen Kars (Tornits) Solitary, Large Claws (d10 damage) 16 HP 0 armor Special Qualities: Immune to cold The Inuit Yeti or Bigfoot; these solitary creatures are nomadic, roaming the wastes to settle temporarily where they are lucky enough to find food, shelter, or both. They are omnivorous, but the climate dictates that the lion's share of their diet is meat, and Saumen Kars consume the flesh of any creature but their own kind. Instinct: Preys on humans
- Hunts
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Qalupalik Group, Stealthy Claws (d8 damage) 6 HP 0 armor Close Special Qualities: Aquatic, Immune to cold Qalupalik is an Inuit mythological creature. It is a human-sized marine goblin-demon that lives at the bottom of the sea, with long hair, green skin, and long fingernails.The myth is that qalupaliks wear an amautiit (a form of pouch that Inuit parents wear to carry their children) so they can take babies and children away who disobey their parents to become qalupaliks. The story was used to prevent children from wandering off alone, lest the qalupalik take them children in her amautik underwater and keep them forever. Qalupaliks are said to make a distinctive humming sound; therefore, they can be heard before they appear. Instinct: Steal Children
- Lives in the Inuit marine Underworld
- Charms children
- Make a distinctive humming sound
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Inuit Warrior Group, Intelligent Spear (d8 damage) 6 HP 0 armor Close Special Qualities: Tribal Hunter-Gathers Inuit are a group of culturally similar indigenous peoples inhabiting the Arctic regions.The Inuit have traditionally been fishers and hunters.For the Inuit there was a set way of doing things: Maligait refers to what has to be followed, Piqujait refers to what has to be done, and the Tirigusuusiit refers to what has to be avoided. If an individual's actions went against the Tirigusuusiit, Maligait or Piqujait, the shaman might have to intervene, lest the consequences be dire to the individual or the community. Instinct: Hunt
- Survive
- Guard Community
- Welcome peaceful strangers
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Sixam ieua Solitary, Divine Arctic curse (w[2d10+2] damage) 12 HP 0 armor Close, Far Special Qualities: Heal travellers, Bless weapons to hit demons, Mute A rare type of Inunit guardian shaman. The shaman of a community of Inuit was not the leader, but rather a sort of healer and psychotherapist, who tended wounds and offered advice, as well as invoking the spirits to assist people in their lives. His or her role was to see, interpret and exhort the subtle and unseen. The Tuunbaq can be pacified by the throat singing of a otherwise mute Sixam ieua (special Inuit shaman), rendering it as close to docile as it can be made. All of these shamen have had their tongues removed to gain their special powers and usually refrain from all forms of physical violence against human beings. Instinct: Protect
- Guide
- Heal
- Bless
- inspired by Dan Simmons' novel "The Terror"'
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lord ans lady tairon Group, Small, Divine, Planar posses forcefully (d8+2 damage) 10 HP 0 armor Close, Reach, Ignores Armor, Near the lord and lady of the house, long dead, but still trying to hold the mension from becoming more prey to gurak Instinct: keep people away from the mension
- move quickly and scare people away
- move through objects
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a conspiritor Solitary, Stealthy, Devious, Organized, Intelligent weapon of choice (w[2d8] damage) 16 HP 0 armor Close someone has something on him, he is at that persons mercy, but if the tables will turn he will seek revenge Instinct: give in to the demands of those who hold something over them
- lie and decieve
- seeming like a friend
- suprise the party
- beg for help from his master
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a flayed person Horde, Terrifying grab (d4 damage) 7 HP 0 armor Close Special Qualities: decaying the poor souls that gurak flayed, can they still be saved? or are they fully doomed? Instinct: bring sacrifices to gurak
- hold a person and bring them to gurak
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stone golem Group, Large, Construct smash (d8+4 damage) 14 HP 5 armor Forceful, Near Special Qualities: made of stone big, bulky thing, a moving slab of stone. Instinct: obey it's creator
- move slowly but without stopping