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Chaos Haunt Solitary, Tiny, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous Dissonant Shriek (d10-2 damage) 19 HP 5 armor Hand, Ignores Armor A Chaos Haunt is a fledgling daemon of Imir, Twin God of Chaos. These fledgling daemons will seek out the living and intelligent creatures of this world, searching for someone whose passion far outweighs any other traits to possess. The daemons then prey on this folly of the Twin God of Balance by amplifying their weak chaos magicks through the imbalanced passion of their host in order to spread chaos in the form of passion. It can be tricky to detect when a Chaos Haunt has possessed someone, as they can perfectly mimic the host down to their memories. The one surefire way of detecting a Chaos Haunt is by studying a person for some time, and if you find that strange things begin happening after they engage with their passion, a Chaos Haunt is almost certainly the culprit. Instinct: To amplify its chaos through possession
- Possess a passionate person
- Mimic a host perfectly
- Cast a confusing spell
- Imbue the host's passion with chaos magick
- Smells the scent of your Passions, and how strong they are
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Crystal Worm Solitary, Cautious, Amorphous Bite (b[2d8+2] damage 2 piercing) 19 HP 5 armor Close, Near A large worm composed entirely of crystalline segments that are harder than most metals. It has gaping jaws, lined with saw-toothed ridges that can tear through most non-magical armor. It does not require air to live, so can be found in areas of poisonous games. Instinct: To drive off intruders
- These crystaline creatures dwell in mineral-rich pools often found in deep caverns. While essentailly a docile species, these solitary creatures known to viciously and fearlessly attack anything that disturbs thier environment.
- SPAWN SHARD: Each time the creature takes damage from a physical attack, a shard of its crystal body will break off. This shard will immediate begin to search for an organic host to burrow into, so that it may feed and develop into a larvae, then eventually in an adult. Once a host is contacted, the shard will burrow through to the center mass of the victim within (three counts of a clock), causing 1d6+3 damage for each count.
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Trouser Kraken Solitary, Large, Construct, Amorphous Clothing tentacles (d10+2 damage) 23 HP 1 armor Forceful, Reach Special Qualities: Split apart Kraken but made of clothes Instinct: To cause a scene
- Entangle
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Waning Moon Judge Solitary, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder Wargavel (d10+4 damage) 14 HP 2 armor Close Just as the moon has many faces, so would a lunar cult - it is reasoned. The waning moon reminds us of the inescapable cycle of the moon, its indefatigable nature causing it to sink into hiding once more - but nonetheless unstoppable in its purpose. Above the hunters of this facet of the moon cult stand the judges, ready to lay down judgements (and curses) upon those that they judge to be heretic, apostate, heathen, or other 'criminals'. Heavy hits the hammer upon those that dare to break the law. Instinct: To dispense the cult's justice
- Pass judgement and enforce sentences
- Turn out to be a lycanthrope
- Sense the breaking of laws unerringly
- Summon bailiffs