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Paintergeist Horde, Small, Magical, Devious, Intelligent Artistic slap (d4 damage) 7 HP 4 armor Close Special Qualities: Heals when inside its masterpiece The drive to create is strong in sapient species. Sometimes, this obsession with creating last beyond death. The paintergeist, so named because they were first associated with painters, are the obsessed souls of artists, bonded to one of their creations. They can show up in any medium and can never truly be banished until the art piece they inhabit is destroyed. Instinct: To become acknowledged for its art
- Warp between works of art
- Cause scarring with a touch
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Evangelist Horde, Intelligent, Planar, Terrifying Chain whip (d6 damage) 7 HP 2 armor Close, Reach Special Qualities: Gaze of pain Evangelist are among the most normal looking of kytons. They have to be to avoid offending or scaring people. Their forms are often close to the one they had in normal life and their role is to entice others into becoming disciples of the kyton way, ensuring that their soul joins them when the mortal dies. Instinct: To recruit mortals for the kytons
- Manipulate its chains
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Bearded Devil Horde, Devious, Planar Hell Forged Rifle (d4 damage 2 piercing) 3 HP 0 armor Close, Near, Far Special Qualities: Immune to Fire Bearded devils, so named for the mass of tentacles that grow from their face, are middle-ranked devil soldiers in the armies of Hell. They can be found in many places, serving as guards and grunts in the service of more powerful demons or devils. Instinct: To serve Hell
- Create gruesome wounds
- Inflicts weakness in melee
- Teleport a short distance
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Commoner Dude Solitary Throw a punch (w[2d8] damage) 12 HP 0 armor Close The most special a non-special person can be. They might wield great power, but only in an administrative or political sense. Instinct: To survive the day
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Commoner People Group Throw a Punch (w[2d6] damage) 6 HP 0 armor Close A bit more important than the folk. Maybe a functionary or athlete. Still not that dangerous. Instinct: To survive the day
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Commoner Folk Horde, Tiny Throw a Punch (w[2d4-2] damage) 3 HP 0 armor Hand The average guy on the street. Nothing special and not particularly impressive. Instinct: To survive the day
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Gug Group, Large, Intelligent Vicious Slashing (d8+2 damage) 10 HP 0 armor Special Qualities: Four hands Gugs are primitive humanoids with several aberrant features, including a maw that almost bisects their head and arms that splits at the elbow. Despite these oddities, gugs are still formidable, often chosen as servants by deities associated with the darkness of the underworld. Instinct: To serve its master
- Sacrifice to the gods
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Nightwing Group, Huge, Devious, Amorphous Oblivion Bite (d6+3 damage 1 piercing) 25 HP 3 armor Reach Special Qualities: Can detect magic The destruction of the soul is the most dire fate that can befall a living being, utterly erasing the person they once were. And for some, that is not even the end. The broken remains of dozens of souls, charged with negative energy and coppled together, can form a nightwing, a horrendous undead of terrifying power. Instinct: To serve
- Drains magic with a bite
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Demi Lich Solitary, Tiny, Magical Focused Necrotic Blast (w[2d10-2] damage) 16 HP 3 armor Hand, Ignores Armor, Near, Far Special Qualities: Immune to magic, cold, acid and electricity, Telekinetic, Flight Forever is a really long time. Most mortals cannot even begin to comprehend how long forever can be. Something that sometimes backfires when they seek immortality. Liches, like many forms of immortals, sometimes experience an inescapable sense of ennui, a sense that everything's the same and the days turn into an endless blur. Their soul decays and fragments under the weight of eternity, until they finally give in and let go, crumbling to dust. Yet the potent necrotic energy that animated them in the first place remains, infusing their remains and turning them into the dangerous demi-lich, a mindless but magically potent guardian. Instinct: To guard its lair
- Eats souls
- Bestow curses
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Mummy Priest Group, Divine, Magical, Devious, Construct, Terrifying Brutal Fist (d6+4 damage) 16 HP 1 armor Close, Forceful Special Qualities: Undead, Aura of Divine Wrath Mummy Priests where the servants of the gods in life and remain so in death. They are often found in temples, guarding sacred relics and leading the faithful, be they dead or alive. Their sand blasts ignore armour and can hit groups, but counts as fire elemental, doesn't get any damage bonuses and hits with a reduced damage die. Instinct: To serve its deity
- Control undead
- Blast burning sand at people
- Sicken and scar with a touch