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Tarron Bleakwood Solitary, Large, Divine, Terrifying Claws (d10+4 damage 1 piercing) 20 HP 0 armor Near Special Qualities: Immune to acid, Numerous spindly, fleshy limbs set on a terribly scarred torso Tarron Bleakwood, in the form of a pious young man, believes anyone who enters the chapel is there to defile it with Duvan'ku wickedness. He explains he has made a dark pact that will allow him to protect the chapel from the Duvan'ku. He then transforms into a spindly, fleshy monstrosity with 8 spider-like limbs. He spits acid and rends with the sharp growths on his limbs. Instinct: To defend the chapel
- Spit acid
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Unnamed Soul Horror Solitary, Large, Planar, Hoarder, Ancient Immeasurably Thin Steel Hairs (w[2d12+4] damage 3 piercing) 26 HP 2 armor Forceful, Near Special Qualities: It has the strength to rend apart stone, steel, and even magic, Hundreds of flailing hairs and it's blood red eyes are just the start of this beings terrible features This monster has been brewing with the thoughts and feelings of all races in its' head. Forced to endure the emotional struggle of slaves or the loneliness of children that are abandoned by their mothers. It is scared and lonely, but it has little to control its own feelings and is prone to attack out of fear. What does it look like? Hundreds of thin piano wire hair draped around it's thick blue neck. It has a body, but it is disproportionate and bloated with huge green pustules. Its eyes are bloody and almost always tearful. It is a hulking monstrosity. Cultists have dropped treasure to the monster as tribute. Instinct: To find the human soul, even if it has to rip it from an adventurer's body.
- Tear apart every molecule with it's strange steel hairs
- It has to see the person, but it can read a person's thoughts and can empathize with feelings. E.g crying or being scared when it's target is scared, or know where they're thinking of going.
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Stone Giant Crystal Magus Solitary, Large, Magical, Intelligent, Hoarder, Terrifying Crystal missiles (d10+2 damage 1 piercing) 20 HP 2 armor Forceful, Near Special Qualities: Crystalline mutation Stone giants are occasionally gifted with mutations upon binding with an elemental spirit, causing strange crystals to grow from their skin. While this is usually seen as a sign that the child is a talented mage, this is not always the case. But those who do use magic learn that the crystals function as a potent focus. Instinct: To serve clan
- Shape earth
- Warp space-time
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Hound of Tindalos Horde, Organized, Planar, Terrifying Bite (b[2d8] damage) 3 HP 1 armor Close Special Qualities: Unreadable mind, Terrifying howl The hounds of Tindalos live outside the normal stream of time. And they're mostly happy about that. But occasionally, magicians, psychics and the like disturb their world by messing with time magic, planar transportation and the like. The poor sod who did this earns the undying emnety of those hounds that sensed him and they will stop at nothing to protect their territory by hunting down the poor SOB and tearing him apart. Instinct: To protect its territory
- Walk through angles
- Cast flare of annihilation
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Shining Child Horde, Magical, Intelligent, Terrifying, Amorphous Plasma Beam (d8 damage) 10 HP 5 armor Close, Ignores Armor, Far Special Qualities: Made of starstuff, Warped being Sometimes, stars give birth to living beings. Known as living stars and star mages, these empowered beings drift down to inhabited planets to explore it. Shining children are what happens when this process goes wrong. Deformed and demented, the shining child is a lunatic with the power of nuclear fusion in its hands. Instinct: To light up the universe
- Create Blinding Light
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Metal Maw Group, Large, Devious, Planar Metal chomp (d6+2 damage 3 piercing) 14 HP 3 armor Metal maws are elemental beings that survive by locating and devouring metal ore. Being nothing more than a giant round metal ball with a mouth, they hit like a wrecking ball, eager to slurp up delicious metal. Excess metal is used to discourage interference from organics. Instinct: To eat metal
- Spew molten metal
- Eats armour
- Can swim through earth
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Large Zombie Horde, Large, Construct, Terrifying Scratch and bite (d4+2 damage) 15 HP 1 armor Forceful Special Qualities: Undead, Smells of decay Zombie made from a large corpse. Other than that, not particularly special. The smell is worse though. Instinct: To serve creator
- Bash
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Stone Golem Solitary, Large, Construct Rock hard fist (d10+4 damage) 24 HP 2 armor Forceful Special Qualities: Ward 3 against non-earth magic, Construct A loyal servitor carved from solid stone. It mindlessly obey without any hesitation, wether required to carry bags, serve dinner or beat enemies into bloody pulps. Instinct: To serve creator
- Camouflage itself as statue
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Troll Impaler Group, Large, Intelligent Pneumatic stake launcher (b[2d8+2] damage 3 piercing) 14 HP 2 armor Near Troll violence falls into two categories. Brutal and gory, though ultimately harmless scuffles. And horrifying, no holds barred, unrelenting beatdowns. The latter is what happens when trolls aim to kill. Due to their regenerative powers, trolls soldiers have learned to either focus on deadly precision or extreme destruction, with the impalers using the former, attempting to launch sharpened metal stakes into the brains of their opponents. Instinct: To serve boss
- Regenerate
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Troll Group, Large, Intelligent Brutish strike (d8+2 damage 1 piercing) 14 HP 1 armor Forceful Trolls are powerful humanoids mostly known for their regenerative powers. All non-fatal injuries seem to fade in due time, with only fire and acid seemingly giving the troll trouble. And even then that rarely stops them. Furtheremore, trolls slowly adapt to their enviroment, changing to better be able to survive. As a result, few trolls fear anything and constantly act like they are starring in an episode of Jackass. Instinct: To indulge itself
- Regenerate