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Cyrus the Black Knight Solitary, Evil, Intelligent, Cautious, Terrifying Shadow-Forged Blade ([1d10+2] damage 1 piercing) 18 HP 4 armor Close, Forceful Special Qualities: Aura of Hopelessness Cyrus is a handsome male elf with striking features, piercing emerald eyes, seriously slanted eyebrows and pitch-black hair braided across his back. He prefers to fight without a helmet on most occasions, but is almost always dressed in a set of battered and bent black plate mail emblazoned with a burning sword. He is of the Order of Razarak: a group of dark assassins, paladins and wizards, lead by Razarak the raven lord and his servant, Talon (the heroes have encountered him already: he is responsible for manipulating the orcs into invading Welwood). Cyrus keeps a firm control on the goblin and hobgoblin troops in the lair by promising them power, prestige and authority and leading them to invade Amoron (though he and the Order of Razarak have no intention to allow that to be successful) and by using his lieutenant, Handsome Jack to maintain order. Instinct: to avenge, to corrupt
- Exact Terrible Vengeance
- Deceive with Charm and Magics
- Further his Order's Aims
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Siege Tower Group, Huge, Organized Arrow Rain (d8+5 damage) 18 HP 4 armor Near, Far, Area Special Qualities: Siege Engine, Machine Great rumbling, wheeled, steel-studded, machines of doom, Siege Towers are engines of war used in many a successful siege. Pulled by oxen, or driven by bellows of steam and flame, this behemoth uses an arm or drawbridge to allow invading forces to spill en masse onto the battlements of keeps and fortresses. Bring it down, or watch your castle crumble. Instinct: to Infiltrate, to Invade
- Lower the Drawbridge
- Rally Invading Forces
- Ram Gate
- Bring Down Castle Walls.
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Fire Beast Group, Magic Burning Aura (d8+2 damage) 10 HP 1 armor Close, Ignores Armor Special Qualities: Fueled by Flame, Tireless, Sustained by Heat Horrible and beautiful, the Fire Beasts of the Burning Sands have always been unwelcomed natives to these lands for as long as anyone can remember. Some say that they are the trapped souls of some long-forgotten hell, while others believe they are the result of wild magic. Fueled by heat, air, and freedom,the Fire Beasts are dangerous by nature and resemble many of the rough and tumble beasts of these realms: but with strange adaptations and appearance. Flickering with fire along their pelts, these creatures possess auras of fire that burn all that come close. Not hostile or terrible in nature, these beasts are merely curious and alive, and need only heat, light, and air to be sustained. As a result, these beasts are never seen at night, and never pursued. Instinct: to burn, to run free, to explore
- Scorch surrounding area,
- Melt or Burn everything it touches
- Approach the heroes curiously
- Respond in Kind to Agression
- Flee With Tireless Speed
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Instinct:
- A terrifying spell related to Swubis
- Have a demonic knowing, some obvious actions may be tested twice.
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Hellchain Weaver Solitary, Huge, Stealthy, Terrifying Chain Flay (b[2d6+5] damage 3 piercing) 17 HP 2 armor Reach, Close, Messy Special Qualities: Limb regeneration, Damage Reduction, Immune to cold, Detect movement The shriek of metal on metal howls out as an eight-legged mass of chains drops from the ceiling. Made entirely of cruel hooks, barbed chains, and jagged iron, its metal screams as it moves. The chains turn and twist on each other as knives and barbs dance.
The Hellchain Weavers whirling blades scratch against each other. The noise is terrifying and scintillating. Webs of chain appear from nowhere, entangling the unwary, ensnaring the panicked. A severed limb re-attaches when touched to the body of the Hellchain Weaver.
Instinct: Chase prey for hours to heighten the thrill of the hunt- Spin webs of chain
- Seize the unwary
- Produce an unholy din
- Flay a hapless victim
- Whisper words of despair and agony
- Terrorize and brutalize
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Barabashka Solitary, Terrifying Telekinetic force (d8 damage) 20 HP 0 armor Close, Near, Reach Special Qualities: Invisible to normal sight, Incorporeal Anger, remorse, guilt. Some emotions live on after death, coalescing into an invisible, malevolent entity. It lashes out, hurling objects and creatures with destructive force. Invisible, incorporeal, and vicious, a barabashka seeks to harm those who trespass on its haunt.
Instinct: To drive away- Fool the senses
- Unleash a whirlwind of destruction
- Throw something
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Hellhound Solitary, Magical, Planar, Terrifying Large Teeth 2d4 damage (b[2d10] damage) 12 HP 1 armor Close, Near Special Qualities: Huge, dark red hound, a mouthfull of huge black teeth and a flaming tongue A great hound, standing 4 feet at the shoulder appears before you, thick, shaggy dark reddish brown fur, a huge mouth full of large stained yellow teeth accent a firey black tongue. The beasts evil red eyes narrow as it begins to focus it's attention on you! Instinct: Strike Fear, Kill, Devour
- Bites and Breathes Fire
- Flame Breath, RollDex to Avoid, 2d6 Fire Damage
- Comes from the Outer Planes of Hades
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Stah's Neglect Solitary, Huge, Magical, Construct Spectral Tendrils (b[2d10+5] damage) 20 HP 4 armor Reach, Far Special Qualities: Incorporeal, Visible in Moonlight Stah's Neglect is a spectral construct made from the experiments Stah the sorcerer conducted while attempting to become a lich. Instinct: to corrupt
- Animate Dead
- Slam
- Wrap
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Fey Creature Group, Small, Stealthy, Magical Slapstick (w[2d6] damage) 6 HP 0 armor Close Special Qualities: Natural camouflage Whether it is a vibrant singing plant or a rainbow stripped winged squirrel these things are sure to piss you off. Instinct: to cause mischief for intrelopers
- Appear from thin air
- Take another creatures shape
- Leap through space