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Hezrou Solitary, Large, Intelligent, Planar Calloused Knuckle (w[2d10]+1 damage 1 piercing) 20 HP 1 armor Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire, Darkvision, Telepathy, Horrible Stench, Amphibious The hezrou are sometimes referred to as the workers of Hell or the Abyssal blue-collars. This most likely makes most people think they're just some weak day laborers. But hezrous must expand Hell's cities into a deadly wasteland and work in the boiling mires of proto-flesh from which their brethren are born. While not trained for combat, they are built to last and have plenty of muscles under their skin to back up any threats they make. Instinct: To serve Hell's cause
- Craft protoflesh
- Can slowly shape the enviroment
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Apprentice of Magic Solitary, Magical, Intelligent A spell just out of reach of his capabilities (1d8 damage) 12 HP 0 armor Close, Ignores Armor, Far Special Qualities: Has the ability to cast really awesome spells. By accident. This is an Apprentice of Magic. He is drunk on magic, and throws spells around whenever he gets the chance. However, the spells doesn't always do what they're supposed to. Instinct: To use magic
- Brag about all the spells he knows.
- Cast a spell. See what happens.
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The Deceiver Solitary, Huge, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar Piercing tongue (d8+3 damage 1 piercing) 22 HP 1 armor Reach Many a beast are locked up in these dungeons. Some are kept for later use, because they can serve us well. Some are kept for what they know, because we may one day need it. Some are kept for what they've done, so they can serve their sentence. But there is only one cell within these walls that will never be opened. If the beast within is ever let out, it may never be contained again. There is no mind that can outwit it, no will that can best it, and then what good is all your might? We pray its captivity is the first thing we've done that it did not account for. Instinct: To scheme.
- Use riches as bait.
- Bend a mind to it's will.
- Reveal its trap to turn the tides
- Make them keep distance.
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Skin Hydra Solitary, Huge, Terrifying, Amorphous Biting (b[2d8+5] damage 1 piercing) 30 HP 2 armor Reach, Near Special Qualities: Regrow Heads, Amalgamation, Blood is Acidic The Skin Hydra created by the skinners to kill the Guardian of Sprite Instinct: To add to itself
- Snake Around, Constrict
- Bite
- Spray Acid
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Caius Cosades Solitary, Intelligent, Cautious, Hoarder Akaviri Martial Arts (d10 damage 1 piercing) 12 HP 4 armor Close Caius Cosades is just an old man with a skooma problem. Instinct: To serve the empire loyally
- Hold his skooma like a champ
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Stormtusk Solitary, Huge, Magical, Terrifying Tusks (d10+5 damage) 20 HP 1 armor Reach, Forceful Flattened trees mark the wake of this destructive force. The undisputed lord of the forest has no intention of preserving his kingdom. Some say the beast breathes fire, but that's only a rumour. The truth behind the scorched earth is far more terrifying... Instinct: to flatten
- Make the earth tremble
- Ignite the forest
- Invoke the fear of primal destruction
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Alocosaurus Group, Large, Organized Claws (d8+4 damage 1 piercing) 10 HP 2 armor Forceful Special Qualities: Amphibious Chewed carcasses litter an alocosaurus nest, their entrails spilling out into the muddy wetlands they inhabit. Alocosauri are bipedal alligators with claws and teeth that rend steel, and the feral temperament of rabid dogs. Instinct: to hunt
- Tear into flesh
- Summon the pack
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Aetherachnid Horde, Tiny, Magical, Devious, Organized, Planar Spearing Forelegs (d4-2 damage 1 piercing) 3 HP 0 Armor Hand Born from the nightmares of arachnophobiacs, the Aetherachnid appears as a collection of eight spearlike crystalline legs with no obvious body at the core. They thrive on dreamers, entering our world through the conduit maintained by their slumber, and gradually feed off their life essence. Rumours that humans eat up to eight of these in their sleep a year are grossly understated. Instinct: to absorb
- Crawl all over
- Teleport to the Land of Dreams
- Drain the essence from a living thing
- Swarm a single foe
- Appear near a dreamer
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Thunder Wyrm Solitary, Huge, Stealthy, Magical, Intelligent, Cautious Thunderbolt (d10+3 damage 2 piercing) 20 HP 3 armor Reach, Near, Far Special Qualities: Patagium His first heralds are the land's beasts, who yip and howl long before those tall dark clouds creep over the horizon. When you hear the rumbling thunder, you have little time. Once you feel the frigid rain on your skin, it is too late: He has claimed your lands as his own. His true form, if a force of nature can have one, is that of a great reclining lizard. His eyes crackle with electricity as he looks you up and down, but in the end, he finds all wanting. Instinct: to rule
- Roar with the strength of a gale
- Make a promise he does not intend to keep.
- Teleport as lightning to an advantageous position