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Nightmare Solitary, Large, Magical, Planar Heavy Hooves (w[2d10] damage) 16 HP 0 armor Special Qualities: Flight Nightmares are equine beings of other worlds. Magical and herbivourus, they none the less display a preference for fight over flight when threatened. Their properties makes them favoured mounts for those who have the steely resolve necesarry to break them. Instinct: To eat
- Exhale a cloud of obscuring smoke
- Ride between planes
- Walk on air
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Dark Brotherhood Fleshbender Group, Magical, Intelligent, Cautious, Terrifying Fleshbending (b[2d8+2] damage 1 piercing) 14 HP 7 armor Close, Near, Far Special Qualities: Control over their own flesh lets them reshape to suit the situation and regenerate, They're misshapen or grotesque DB Fleshbenders form the middle ranks of the cult, acting as its researchers and weapons designers. In their early stages, they are only able to manipulate their own forms and unskillfully. This leaves their form as permanently deformed. The initial stages are sometimes fatal but those who survive it become fearsome adversaries and skillful manipulators. Those who are granted the chance to rise even higher may learn to return to their original form through force of concentration. Instinct: Reshape the biological world to serve the Dark Brotherhood
- Bend living flesh to its will
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Dark Brootherhood Bloodhound Horde, Intelligent, Construct, Terrifying Gnashing teeth (d6 damage 1 piercing) 7 HP 0 armor Close Special Qualities: Can smell the flesh of those with magical power, Can switch between bi- and quadri-pedal, Pain receptors destroyed wont't flee The DB Bloodhound is a rudimentary but intentional construction of the DB Fleshbenders. One of their early mutations, initiates who show little talent or intelligence are reconfigured to be more dog-like. The process is excruciating and inexact, destroying the pain receptors and driving the person mad. The skeleton is neither one form or the other and so makes snapping and grinding noises as the Bloodhound moves. Their powerful jaw dislocates allowing them to take huge bites but requires their handlers to keep them masked and leashed except when they are set upon enemies. Instinct: To carve off a piece for itself
- Scent the blood of the powerful
- Attack without care for itself
- Tear off chunks
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Morc Horde, Small, Organized, Cautious, Hoarder, Terrifying Dagger (d4 damage 1 piercing) 4 HP 2 armor Close, Reach Special Qualities: Strange body type Morcs are some sort of small orcs, the Morcs developed from a premature baby orcs that were exiled due to their small body and weakness. They are fighting with a small but very sharp dagger and are holding wooden shields to defend themselves. They hate the orcs for exiling them and will take advantage to kill orcs when possible. Instinct: to feel overpower
- Attacking smaller creatures
- Calling for help
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Gladiator Solitary, Intelligent, Cautious Spear/Blade (d10+2 damage) 16 HP 3 armor Close, Forceful, Near The Gladiator, fought in the ring for many years just to survive another fight. Just before is death his master released him, due to the amount of money he made for him during his fights. Instinct: To survive
- Fight for it's life
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Chuul Solitary, Huge, Stealthy (d10+3 damage 1 piercing) 20 HP 3 armor Reach Shrimp-like creature the size of a small house with tentacles on its apdomen that allows him to paralyze his prey. Its pincers can tear boats in half easily. Mages that master mind magic can gain controls over them. Instinct: Listen to its master's
- Lurk in aquatic areas
- His tentacles have a paralyzing effect
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Beleth (Demon Form) Solitary, Large, Magical, Divine, Intelligent, Terrifying Geysers de braises (w[2d10+2] damage) 18 HP 4 armor Forceful, Ignores Armor, Near Special Qualities: Demon wings coming out of teared skin Beleth's body swells into a demonic abomination. His skin tears in fiery streaks on his body. He creates ember geysers from hellfire and the stone around him. Instinct: to kill and dominate
- Master of the Arcane Arts
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Grand Prêtre Tieffelin (Beleth) Solitary, Divine, Intelligent Fire Ring (w[2d8] damage) 12 HP 1 armor Close, Near Beleth le Grand Prêtre ne cherche qu'à ressuciter le Démon de la Fin. Il sacrifie jusqu'à sa propre forme physique pour sa cause. Il peut créer des anneaux de feu autour de lui qui se rétrécissent instantanément autour de ses victimes. Instinct: Dominate and gain control
- Commande les légions tieffelines de L'Acte
- Transforme en abomination démoniaque lorsqu'à 0 HP
- Scaleskin (+1 armor)
- Contrôle du feu (d10 lorsque frappe)
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Great Lion Solitary, Huge, Intelligent Pounce with its razor sharp teeth and claws (b[2d12+7] damage 4 piercing) 24 HP 3 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Thermal Vision, Great hearing The Great Lion lives deep in to the Western Reaches but have been known to stalk further in closer to civilization. Depictions of these massive beasts can be seen in cave painting dating back millennia. They are rightly agreed to be a huge danger by all species. Those who have the audacity and wherewithal to kill one are most certainly legendary hunters. The Great Lion is known for its cunning intelligence being able to out wit the majority of its victims. Its attack is said to be most vicious often devouring its prey whole if it is small enough. The only evidence it leaves behind is often blood. Upon meeting a Great Lion make peace with your friends and god because you will soon be parted with the former and meeting the later. Instinct: To Hunt
- Completely devour its prey
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Crushturtle Solitary, Large, Cautious Pressurised Water Blast (d10+2 damage 1 piercing) 20 HP 6 armor Forceful, Reach Their name is a misnomer, being technically a type of tortoise. They are masterful swimmers despite their hulking form, shooting water out from its shell to propel itself in any direction. When it does appear on land, this same technique allows Crushturtles to brutally bombard its enemies with blasts of water, using its great bulk to withstand the recoil of its own attack. The jets are capable of punching holes through thick steel. Instinct: To defend its territory
- Shoots twin jets of pressurised water