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Goar Horde, Small Tusks and Horns (d6+2 damage) 3 HP 1 armor Close, Forceful One of the more common livestock practices in Vrokarheim is the breeding of goars, a dog-sized mammal species with short black and grey fur, short stumpy legs, little horns on its head and a pair of tiny tusks sticking out of its mouth reminiscent of a cross between a goat and a pig. goar provide both sustenance to the family with its sweet milk and their meat is local delicacy that the butchers of Rot Vale are always willing to buy. Instinct: To charge
- Charge the enemy
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Valkur Blanco Group, Large, Hoarder Garras (d8+4 damage) 10 HP 1 armor Forceful También conocido como Demonio de Las Nieves. En algunos pueblos se ha oído hablar de estas criaturas: Tienen todo el cuerpo poblado de pelo blanco, para el aislamiento del frío, ya que viven a una altitud importante en las montañas y las temperaturas son extremadamente bajas. Sus ojos son rojos y brillantes con aspecto feroz. Sus brazos son grandes y fuertes, y sus manos tienen tres dedos, de los cuales salen unas garras negras y retorcidas como la cola de un escorpión. Y su boca está llena de afilados y puntiagudos dientes que ocupan gran parte de su cara. Instinct: Proteger su cubil
- Atacar ferozmente a los intrusos
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Crypt Wight Group, Devious, Intelligent, Cautious, Hoarder, Terrifying Ghost Blade (d6 damage) 10 HP 4 armor Close, Near Special Qualities: Undead A crypt wight is a corpse given a semblance of life through a fallen spirit's love of violence and hatred. A crypt wight can drain the life energy out of victims by touch or blade, turning them into new wights upon death. Crypt wights may not leave their tombs and sunlight is fatal to them. They may not cross running water or salt. Silver weapons do double damage. A crypt wight appears as a weird and twisted reflection of the form it had in life. Wights are always evil. Custom Move: When a crypt wight first drains you with its ghost blade or touch, ROLL+CON; On a 10+, it fails and you take no damage On a 7-9, choose 1; On a -6 or less fail take all three. Take d6 of damage damage. Take -1 ongoing until you make camp. Loose 1 point of Strength until you make camp. On a 6-, all three take effect. Instinct: Drains Life
- Haunts
- Drains Life
- Create new wights
- Create magical darkness
- Taunt the living
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Id Fiend Solitary, Small, Psionic, Devious, Cautious Unleash worst fears (d8+2 damage) 10 HP 2 armor Close Special Qualities: Psionic armor, Biofeedback As it stalks it prey, always near never seen, a strange anxiety sets upon the victim. A sound, a smell, a glimpse of hints of fears imbeded start to surface. And then you are paralysed as your worst fears manifest. That's when it strikes ready to rend and devouver. Instinct: To devour fear laden body
- Stalk victim via fear
- Psionic attacks
- Death Field
- Egowhip
- Mind thust
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Giant Carnivorous Cave Salamander Solitary, Large Bite (d8 damage 1 piercing) 16 HP 0 armor A giant eyeless albino salamander; this amphibian of the deep cavern lakes and rivers is always hoping for a meal. Instinct: Bites
- Lurks
- Ambush
- Overturn boat
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Lamia Solitary, Large, Magical, Intelligent, Hoarder Drains Blood (d12 damage) 16 HP 2 armor Reach A vampiric half-serpent woman the lamia is often manages a band of lesser jackalware thralls. A human drained of blood by a lamia will arise three days after death as a jakalware thrall of a lamia unless the victim's body is burnt or given a proper burial. It’s fairly clear that the Lamia was a precursor figure to the well-recognized vampires and succubae of modern fantasy and horror literature. In 1819, the English Romantic poet John Keats composed a poem simply titled “Lamia” that then influenced one of Edgar Allan Poe’s sonnets (“To Science”), which is all to say that there is something about this creature’s origin and character that has continued to capture popular attention over the course of several thousand years. It’s unfortunate that the Lamia’s role in blood-sucking and seducing men has been more or less usurped in popular culture and fantasy by the vampire and the succubus, but at the very least, her essence has survived in recognizable ways in those creatures to this day. Instinct: Drain Blood
- Uses illusion
- Mislead and Trick
- Summon Jackalware thralls
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Jackalwere Group, Small, Stealthy, Intelligent Weapon or bite (d8 damage) 6 HP 0 armor Close, Reach These demonic jackals have three physical forms (jackal,jackal hybrid, human) they shift between and they often work for Lamia masters to capture slaves or caravans. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Sleep Gaze. The jackalwere gazes at one creature it can see. The target must roll +Wisdom. On a 10+ the player is now immune to a jakalware's gaze. The player sees, briefly the jackalware's true form. The player falls into a light sleep. Instinct: Enslave and/or rob
- Shapechanger
- Sleep Gaze
- Ambush
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Yajna – Speaker for the divine Solitary, Large, Magical, Divine, Devious, Planar, Terrifying, Amorphous Veiling darkness (d8+4 damage) 25 HP 5 armor Forceful Special Qualities: Shadow made manifest The gods are beyond you and me. What is the only true and just action to them can be incomprehensible to our mortal minds. Do not fear me for my figure, our lives are not so far divorced. Even I cannot truly understand why they do what they do, but I accept that it's for the best, and hope you will one day accept this too. Don't worry. Take your time. When you are ready, take my hand; any one of them. Let me wrap you in my cloth, so that you too can know what they're like. I'm sure we'll understand some day. Instinct: To guide mortals
- Relay the will of higher beings
- Show a glimpse of godly might
- Grab with hundreds of mismatched hands
- Cloak someone in consuming shadows
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Knight of the Right Hand Sworn Group, Divine, Organized, Intelligent Hand-grafted blade (b[2d8+4] damage) 8 HP 3 armor Close All the horrors that have befallen the world was once foretold by a wise council of deities. They foresaw it all, and wrote a list of names. Each name on the list would need to be slain for the world to prosper, and so the order known as The Right Hand Sworn was born. Most need not worry when encountering these knights, but be wary for if they find your name to be on this list, nothing will save you from their god-granted blades grafted to the ends of their right arms. None can escape their judgement. Instinct: Cross names off their list
- Locate a name on the list
- Send away the scroll-keepers to record a fight
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Necrofago Group, Stealthy, Intelligent Garras; Mordida (d8+2 damage) 10 HP 1 armor Close, Near Special Qualities: Oscuridad Objects of fear or pity, and often both, ghouls are metahumans infected with the virulent Krieger strain of HMHVV, the human-metahuman vampiric virus. The disease causes extreme changes in the victim’s body. He loses all body hair, and the skin becomes a grayish-tinted, scabrous hide. The fingers grow elongated, and the nails harden into sharp claws. The teeth become longer and sharper, and the eyes film over, leaving featureless white orbs glaring out of their sockets. The disease also wreaks havoc on the victim’s intellect, leaving many ghouls mindless, vicious eating machines. Most ghouls retain much of their personality and intellect, but even these are generally traumatized and changed from their pre-Krieger state. They are ostracized from “normal” society because of the diet they’re forced to subsist on. Ghouls must eat raw meat to survive, and a significant portion of that must be in the form of raw metahuman flesh. While they often scavenge their food from graveyards and organlegging chopshops, they’re not above hunting. When they hunt, they usually do so in packs of six to twenty individuals. They live in isolated areas, away from prying eyes but close enough to a metahuman population for them to feed. Instinct: Alimentarse
- Devorar
- Ataque desde las sombras