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Bradon Metrick Solitary, Magical, Devious, Intelligent Greed (Silver Spear) (d8 damage 1 piercing) 16 HP 2 armor Close, Reach, Near Bradon Metrick is a successful merchant from Wayrest, and is well respected. He's also a vampire of the Montalion bloodline and the leader of a cult of Molag Bal. Instinct: To retrieve the Ruddy Carapace
- Teleport away from danger
- Drain health from a target
- Spread Vampirism
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Molag Bal Cultists Horde, Magical, Organized, Intelligent Chitin Maces (d6+2 damage) 3 HP 0 armor Close These cultists are fanatical in their devotion to the Prince of Domination, willing to throw their lives away for the cause. Instinct: To Serve Molag Bal
- Take Hostages
- Cast minor Destruction Spells
- Call on Superiors
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The Experiment Solitary, Huge, Intelligent, Construct, Amorphous Strike out and Gorge b(2d8+2) 30 HP 3 armor Reach, Forceful, Near, Far Special Qualities: Made as a weapon An Experiment, designed to be a weapon; was soon discovered to be dangerous. A married couple a wizard and witch created it. They wanted to keep it because they believed they could control it and ran away with it. After some time it grew to be like a regular human. Eventually, the other wizards came along and captured the married couple. The experiment was furious and wanted to seek revenge. His caretakers died and the other wizards killed his family and it has know been going on a rampage. Looks like zac except black Instinct: to protect it's home
- Torture
- Consume
- Explode
- "Slink"
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The Stalking Terror Solitary, Huge, Magical, Intelligent, Planar, Terrifying, Amorphous Claws and Teeth (b[2d12+7] damage 4 piercing) 31 HP 7 armor Reach, Forceful, Near Special Qualities: Cloaked in shadows, Primal force of nature, Afraid of death, Harmed by fire The Stalking Terror is a primal force of nature in the Midlands. Long ago, it is what drove man to huddle around campfires. Recently it had been shackled and controlled by the Archmagistrate Decima Carrisa, but by making a deal with death, Magnus Auspex was able to wrest control of it for himself. Instinct: Prey on intelligent creatures
- Paralyze with fear
- Control the wind
- Move between this world and the otherworld
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Mantidae Solitary, Huge Cut and Behead (b[2d10+5] damage 1 piercing) 20 HP 1 armor Reach, Near Special Qualities: Can Fly A giant praying mantis, it loves beheading creatures and sucking their blood. Unlike regular praying mantis this specific type are blood lovers. They are able to camouflage themselves and are only able to be seen after they engage in combat. This specific one took down The 1st guardian and has "stolen" its powers after slaying it. Can send out magical beams slicing. Instinct: To Prey Upon
- Slash
- Suck blood, restore 1d6 health
- Wind slash
- Fly
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Nehwon Snow Serpent Solitary, Large Bite (d10 damage) 16 HP 2 armor A furred snow serpent is an immense snake covered in thick white fur. They range in length from 60 to 80 feet long, with a head sad to be “as big as an elk” or a horse. At one snow serpent skin was said to be as long as a ship’s mast was tall. They are hot blooded, mammals not reptiles. Snow serpents dwell in the frozen wastes of Nehwon. They also can be found on the higher altitudes of snow and ice-covered mountains peaks. There they feed on various specious of mountain goat and antelope (as well as any luckless travelers who happen to fall into their clutches.Snow serpents are ambush predators, counting on their coloration to render them effectively invisible amid the snow and ice of their home. They will often coil up into depressions or under overhangs, and then strike at any unwary prey that wanders into their range.Afterwards, the snow serpent will find some place secluded to sleep off and digest its meal. As prey is scarce in the mountains and icy wastes, snow snakes will try and take any likely prey item they encounter. Instinct: Consume prey
- Hunts
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Paramental Solitary, Planar, Terrifying, Amorphous Bash (d10+2 damage) 19 HP 4 armor Close, Forceful Special Qualities: Formed out of local city structures Paramentals are the elemental spirits of inanimate forces. It is unclear whether they are drawn to cities because of the large quantities of "city-stuff" or created by them. When manifesting, they draw their physical substance from the materials nearby. Paramental entities are quite hostile to those unlucky enough to draw their attention, "about midway in nature between the atomic bomb and the archetypes of the collective unconscious." The one example featured in the novel "Our Lady of Darkness" was a brown humanoid, with an eyeless triangular face and long chin that tapered to a snout. Instinct: Destroys
- Manifests
- Arcane construct
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Gondomon - King of Wizards Solitary, Divine, Magical, Devious, Organized, Intelligent, Hoarder Halberd of Office (d8 damage 2 piercing) 18 HP 4 armor Close, Reach, Near, Far Special Qualities: Control the library itself Gondomon, King of Wizards and Lord of the City of State of Halwer. He seeks to bring about the end of the world. Instinct: Call down the end
- project wisdom and authority
- Magics most puissant
- Confuse with words
- Call librarians
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Librarian Knight of Halwer Group, Magical, Organized, Intelligent, Hoarder Hammer of Office (d8 damage 1 piercing) 6 HP 4 armor Close A librarian knight of Halwer, given fief over a section of the stacks. Instinct: Protect the Library at All Costs
- Attack Decisively
- Greater Incantations
- Call Fellow Knights
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Librarian Squire of Hallwer Horde, Magical, Organized, Intelligent Maces of Office (d6 damage 1 piercing) 3 HP 2 armor Close The Librarian Squires of Halwer are the most basic level of librarian. Instinct: Protect the Library at All Costs
- Organize and Catalog
- Incantations
- Call on Superiors