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Ice Devil Group, Large, Devious, Intelligent, Hoarder, Planar Frozen spear (d6 damage 1 piercing) 10 HP 2 armor Reach Special Qualities: Immunity to cold, flight In the system of hell, ice devils serves as judges, organizers, tacticians and planners. To do this, they are blessed with being free of emotions. Yet as they have to interact with feeling beings, they still need to understand emotions. Thus, each ice devil has a soul sealed inside it that is not its own, usually a punished devil or sometimes a mortal who owes hell a favour. By using these sealed individuals, the ice devil understands feelings without being dominated by them. Instinct: To ensure hell's success
- Plan comples plots
- Spread numbing cold
- Become emotionless at will
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Skulk Nightstalker Horde, Intelligent, Hoarder Bloodletting dagger (d4+2 damage 2 piercing) 3 HP 0 armor Close Special Qualities: Chameleon skin Skulks trained in combat becomes notably more brave, eagerly seeking opportunities to protect their kin. With their natural abilities, they make for terrifyingly well-adapted predators. Instinct: To remain unseen
- Move silently
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Skulk Horde, Intelligent, Hoarder Dagger (d4 damage 2 piercing) 3 HP 0 armor Close Special Qualities: Chameleon skin Skulks are humanoid creatures with advanced natural camouflage. Able to quickly changer colour and texture to match their surrounding, skulks takes blending in to a new level. However, as a result they are rather skittish and timid by nature, sometimes downright cowardly, preffering to deal with problems by curling up and hiding somewhere. Instinct: To remain unseen
- Move silently
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Yeti Fleshrender Group, Large, Devious, Intelligent, Terrifying Savage haymaker (d6+4 damage 3 piercing) 10 HP 1 armor Forceful Special Qualities: Immunity to cold, Terrifying visage Living so close to the thin places of the world can be quite dangerous, even for creatures as adapted to the areas as the yetis. When their resolve crumbles and they give in to the seductive whispers of the other side, they let the savagery once saved for their direst enemies become a way of life. Hunted by their tribes, they form new, savage gangs dedicated to serving their new otherworldly masters. Instinct: To serve the voices
- Hide in snow
- Freeze things with a touch
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Yeti Group, Large, Devious, Intelligent, Terrifying Savage haymaker (d6+2 damage) 10 HP 1 armor Forceful Special Qualities: Immune to cold, Terrifying visage Yetis live in the mountainous regions of the world, surviving some of the harshest regions of the world. Though rarely seen, they are gentle creatures, most of the time. Their tribes guard the strange areas, where the veil between worlds grow thin and things best left unseen enters the world. When encountering such thing, the yetis quickly demonstrate why they are not to be underestimated. Instinct: To protect the mountains
- Hide in snow
- Freeze things with a touch
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Gluttony-Cursed Lamia Horde, Devious, Intelligent, Hoarder Hunting rifle (d4+2 damage 2 piercing) 3 HP 0 armor Close Special Qualities: Flight Gluttony-cursed lamias are descendants of an ancient empires, their ancestors cursed for the sin of gluttony. As a result, their warped bird-like bodies are plagued by constant hunger. Their organs are ineffecient and wasteful at absorbing nutrients, with most just passing through. As a result, these flying mutants have to constantly eat in order to survive. Instinct: To feed
- Snipe
- Rake with diseased claws
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Cloud Giant Horde, Huge, Intelligent Avalanche Blaster (d6+7 damage 1 piercing) 11 HP 2 armor Reach, Forceful, Near, Far Special Qualities: Levitation Cloud Giants are bonded with spirits of the air and often live in areas that bring the close to the sky, such as mountains. Some even master teh art of cloudshaping, creating flying fortresses driven by the elemental forces that they're fused with. Instinct: To aid clans
- Hurl Rocks
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Wendigo Solitary, Large, Magical, Stealthy, Intelligent, Terrifying Rending claws (b[2d12] damage) 20 HP 4 armor Special Qualities: Flight, Horrifying howl The will to survive can lead people to desperate measures. Out in the cold, unforgiving reaches of the world, the mettle of mortals are often tested. And sometimes, in the coldest of winters, during the harshest of blizzards, everything fades under the intense need to survive. Such people, having shed their humanity, mortality and very soul on the altar of persistence, sometimes transform into the horrifying spirit beings called wendigo. Instinct: To spread cannibalism
- Haunt people with cannibalistic urges, causing confusion
- Turn into snow
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Treant Group, Huge, Magical, Intelligent Smash (d10+5 damage 2 piercing) 18 HP 1 armor Reach, Forceful Treants are ancient beings, long-lives sapient plants. Capable of living for millenia, they take things slowly most of the time, moving at a pace befitting for a tree. But when their belowed woodland is in danger, these peaceful, lumbering giants lurch into action with unmatched ferocity. Instinct: To protect the woods
- Talk with plants
- Animate trees
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Shemhazian Solitary, Huge, Stealthy, Intelligent, Planar Massive claws (b[2d10+7] damage 4 piercing) 28 HP 1 armor Reach, Forceful Shemhazians are fearsome demons, created to hunt down and eradicate troublesome targets, especially in out in the dangerous wastes of hell. Thus they are sometimes reffered to as the rangers of the netherworld. Instinct: To serve Hell
- Weaken with a bite
- Track prey
- Paralyze with a glare