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Stanus Ash-Eater Solitary, Large, Magical Talons (d10+3 damage) 16 HP 1 armor Close, Near, Reach Once the favored apprentice of a wizard, Stanus is furious with his master's choice to be interred here with his diadem rather than pass it on. He has come to reclaim it, selling an eye and his soul for giant size and monstrous allies.
So far he has not found it, and he grows more frustrated and anxious by the day. Stanus spends his days breaking into the niches, raging, and indulging his pica - a habit he began while tending the wizards hearth. He has so far eaten the ashes of fourteen kings, nine queens, and sixteen sorcerers. Their vengeful spirits now infuse him, driving him further into obsession.
If he is injured and bleeds, or if any portion is severed, the spirits within him it will animate it as (d6)
1. writhing worms, seek food and darkness
2. glistening abomination, 2' long, seeks warmth
3. terrified, hairless rats, seek safety
4. tiny nude despot, d3' tall
5. a ghoul, former tyrant, demands obedience
6. a wight, former sorcerer, seeks thralls
Instinct: To claim his inheritance- Cast a spell of darkness and decay
- Spawn a creature from its blood
- Destroy something
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Molluck-a-Glisten Solitary, Large, Intelligent Tooth and claw (d10+3 damage) 16 HP 1 armor Forceful, Reach, Close Special Qualities: Amphibious Grey-green, sinewy and slick-skinned. Stoops to 6' on land, but in the water as lithe and fast as a seal. He clings to the low places, grubbing about for oysters and fish. The tiny island has made Molluck stir crazy, and he will relish the chance to overturn boats or strangle swimmers.
Instinct: To bloody the waters- Overturn a boat
- Strangle a victim
- Glide ripple-less through water
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Hideous Abasha Solitary, Large, Intelligent, Cautious Nails of iron (d10+3 damage) 16 HP 2 armor Forceful, Reach, Near, Far Abasha's lifelong ambition is to be higher than all she can see. With nails of iron, she climbs the ruin spider- like, and spends long days at the top leering through the drizzle. She throws stones accurately twice the length of the island, and from the tower can spy all but the lower stair and east overhang.
She will welcome noisy boaters with determination. She craves tribute from terrified subjects, and the taste of brain lapped from a freshly cracked skull.
Instinct: To reach new heights- Hurl a stone
- Make a gruesome threat
- Scurry like a spider
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Three Things- The things that go bump in the night Group, Magical, Planar, Intelligent Claws of darkness (d8 damage, 2 piercing) 10 HP 4 armor Close, Messy, Far These three things, sisters grim and vicious, hunt the woods on the outskirts of town, hiding not among the trees as much as inside the shadows between the trunks and branches.
Their whispers rustle, gentle night breezes that make promises, tempting offers whose prices involve revenge, betrayal, and cruelty. By these means, they sow seeds of strife, waiting for the community to erupt into chaos before they exit the darkness to feed.
Instinct: To corrupt- Manipulate shadows
- Reveal something terrible
- Offer a wicked exchange
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Thing Two - The things that go bump in the night Solitary, Stealthy, Devious, Intelligent, Terrifying Drain Psyche (d8 damage) 16 HP 0 armor ignores armor Special Qualities: Insubstantial Made of smoke and hate, born from fear and loss, this thing avoids the light of day, lairing in inaccessible spaces to await the sun's setting. It then slithers forth, entering homes as easily as an icy draft. Its sickly sweet exhalations deepen sleep and bring nightmares. It then feeds on the sleeper's distress. In the morning, the sleeper awakes tired, irritable, haunted by ghastly dream images. Soon sickness sets in, caused by its nightly visits. Wasting death is inevitable.
Instinct: To haunt unto death- Conjure nightmares
- Induce sleep
- Sicken the mind and body
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Thing One-Things that go bump in the night Horde, Tiny, Stealthy, Devious, Intelligent Various pointy metal things (d4damage) 1 piercing) 3 HP 1 Armor Special Qualities: See in total darkness Swift and silent, these things scurry within walls, in the spaces between the ceiling overhead and the next floor.
Small as rats, they are excellent climbers. Their milky eyes see perfectly even in total darkness.
They steal tiny objects, especially if they're sharp or pointy. Nails, thin-bladed razors, and kitchen knives vanish mysteriously, sometimes later to be found hidden in a place where they can cut or stab a bare foot or a probing finger.
When the things attack, they swarm, striking and retreating, throwing hard objects, using cords to entangle feet, seeking to inflict a combination of minor wounds whose cumulative effect ends in a painful, bloody death.
Instinct: To win- Attack en masse
- Spring a trap
- Retreat into hidey-hole
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Apparition Group, Stealthy, Intelligent, Terrifying Psychic Attack (d8 damage) 10 HP 0 armor Close, Ignores Armor, Near Special Qualities: Vulnerable to Silver, Insubstantial These ghastly undead creatures seem to exist only to torment, terrify, and kill the living. Apparitions are reluctant to approach mirrors or anything made of silver. An apparition's victims often rise from the grave as new apparitions.
Instinct: Torment, terrorize and kill the living- Invoke fear and death
- Pass through like smoke
- Reach into the subconscious mind
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Kalcara Group, Large Armor piercing claws (b[2d10+4] damage 1 piercing) 10 HP 1 armor Forceful At first glance it appears to be a very large bear. However upon better examination it can be found to have grease clumped in its hair that seems to harden its coat and better protects it from sharp blades. It normally hunts in pairs. No on really knows how they choose their victim but rumors have it that they once traveled over 300 miles to finish killing some poor man. (Inspired by the works of John Flanagan's: Ranger's Apprentice) Instinct: To successfully complete the hunt.
- It's eyes instill fear on whoever dares to look into its face, making the Kalcara's pray that much easier to kill.
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Druidic Cultist Group, Magical, Intelligent Weapon Attack(d4 damage),Controlling Nature (d8 damage) 6 HP 2 armor Close, Far The Druidic Cultist follow the rules of their dark god Corthax in an effort to purge the world of all who damage nature. Corthax lies to them however and does not care for nature but cares only for destroying the things his old brethren that cast him down hold dear. Corthax was once a Serpent Lord(a dragon god) but him and several others were kicked out of their positions because they became power hungry. Corthax and the other cast away Serpent Gods are now called The Dismissed. The Dismissed want only to take revenge about the new Serpent Gods that took their place. Corthax uses his dark drudic army of cultist to this end. Instinct: To erase all life that damages nature
- Follow the rules of the cult and their god
- The druid cultists call upon the nature and animals around them to twist into an evil weapon of attack