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Blood Speaker - Mind Meddler - Master Solitary, Stealthy, Divine, Magical, Devious, Intelligent, Hoarder Claws forged of the Blood of his Victims (d8+4 damage) 12 HP 3 armor Close, Ignores Armor This Maho-Tsukai is not just some foolish fallen soul, but a Blood Speaker a follower of Iuchiban and taught by blood Oracle of Iuchiban. This Maho-Tsukai's magic has delved into controlling those of low honor, getting them to lower their defenses and succumb to a powerful mind control before they realize what is happening. Like all Maho-Tsukai he can also cast powerful spells of pain and debilitation with great ease. He can also call forth Crimson Claws forged of the blood of his innocent victims that he controls. A target struck by these claws must make a Defy Danger roll or fall briefly under the Maho-Tsukai's control. The Maho-Tsukai may also call upon his Air Kansen Ally, and become innocuously invisible in crowds or cluddered environments. Instinct: Gather power and Wealth
- Minion Puppetry
- Hide in plain sight
- Spells of Pain & Debilitation
- Blood Control
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Puppet Samurai Katana (d10+2 damage 2 piercing) 16 HP 2 armor Close Special Qualities: Varies By Clan This Samurai has succumb to the blood magics of a powerful Witch or Maho-Tsukai. This samurai no longer has a will of his own, though he may think he does. He lives only for the Witch's commands and will continue to battle against his foes long after a normal Samurai would falter as his body/blood continues to force himself to obey the Witch's commands until the last moment. Each Samurai will have moves appropriate for his clan. Instinct: Obey the Blood Witch
- Defend the Witch
- Inhuman Ferocity
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Níðhöggr Solitary, Huge, Divine, Devious, Intelligent, Hoarder, Planar, Terrifying vile bite (d10+7 damage 2 piercing) 20 HP 2 armor Reach Special Qualities: Rotting aura The dragon who gnaws at a root of the world tree, Yggdrasil. He had once been known for his action of chewing the corpses of those who wash up on the shores of Náströnd: a place reserved for those guilty of murder, adultery, and oath-breaking, which Norse society considered among the worst possible crimes. However, Níðhöggr has risen from his place in Hel and begun consuming the life from the world above. His rancid breath rotting away life and bringing forth un-living abominations in its wake. Instinct: to consume the surface world
- Inflict decay and rot with its breath
- desecrate the land with necrotic energies
- Move through the earth like water
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Hook Horror Group, Large, Terrifying 12 10 HP 3 armor Special Qualities: Hooks used for climbing and tripping, Hard shell, red eyes, beak, and huge hooked claws The hook horrors roam the caverns deep within the earth in extended family units. They will often ambush their prey by dropping from the ceiling or masking themselves in rocks. They are intelligent enough to have their own language and some even speak languages of the underground races. They are semi-nomadic wandering when food becomes scarce. They prefer meat but can eat most underground fauna such as lichen and mushrooms. They can use their fierce hooks for climbing, tripping opponents, and even disarming foes. Instinct: Hunt for tasty meat
- Drop on its prey
- Trip an opponent with hooks
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Cherubim Solitary, Large, Magical, Divine, Planar Biting with the Face of a lion, pecking with the face of an eagle, charging with the head of an ox (d10+2 damage) 18 HP 4 armor A monster of human stature with 4 faces, that of a man, an eagle, an ox and a lion. having four wings and draped in blessed robes. divine power flows from is presence. Instinct: to purge non followers
- Change faces, Attack with claws or teeth
- can communicate telepathically with other "angels"
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Kaius Dantus [Necromantic Master] Solitary, Divine, Magical Necromantic Touch (w[2d10+2] damage);Inflict Debility Weak (-1 STR) 23 HP 0 armor Close, Ignores Armor Special Qualities: Necromantic Touch Kaius Dantus prefers to go unnoticed, and so he wears plain undyed traveler’s garb, including a hooded cloak. The hood conceals his eyes, which have acquired a faint luminescence
A master of death and undeath, Kaius Dantus chooses not to animate bones and flesh in the pursuit of worldly power. Cowing his enemies with decaying muscles pulling taut over bones that grow ever more fragile is frivolous and unworthy of his effort. Dantus considers himself an explorer in the realm of necromancy—an artist with the animus—and he has greater designs than marching an army of the slain across the mortal continents. He looks outside the world for his goals.
Dantus prefers to resolve his conflicts with words and bargains, since experience tells him that combat drains more of his resources than reaching a compromise. For times when that cannot be, Dantus is never without support from his various undead creations, whom he calls into battle
Instinct: Empower these creatures to live on after their deaths- Heal Undead (When an undead creature drops reanimate with 1 HP)
- Mastery of Necromancy
- Call Forth Undead
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Nakhti Solitary, Divine, Magical, Terrifying Slam (d10+2 damage) 12 HP 0 armor Close Special Qualities: Fire vulnerability, Resists blows A withered and desiccated mummy lumbers toward you. Facial features visible through funeral wrappings, its eyes are like orbs of flame, its nose is scythe-sharp, and it mumbles non-stop curses. It is marked with symbols of the god of death in ink and blood. A pattern of scythes stand out starkly on it’s gray dusty form. It stinks of the blood it offers to its dark god nightly.
Instinct: Spread the influence of the god of death- Instill despair in them
- Infect them with mummy rot
- Use the ancient magics of the god of death
- Call on the Reapers Children
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Ancestor Worm Group, Small Bite (w[2d8] damage) 6 HP 1 armor Close, Reach Special Qualities: Calcifying Aura, Speak with the Dead A bloated, pale, segmented worm about 3 feet in length. Its face looks like that of a human or humanoid, except that it has no eyes.
The ancestor worm, is an intelligent, slug like undead with the power to turn flesh(dead or living) to stone. Ancestor Worms can be found in wilderness areas, but they are most often found in cemeteries, boneyards, and necropoli. There they slowly turn the surrounding dead bodies to a brittle stone that cannot be animated.
The presence of an Ancestor Worm is enough to cause flesh (living or dead) to harden and calcify, turning slowly into stone.
Instinct: Communicate with spirits of the dead they consume- Devour the dead
- Burrow when threatened
- Impart forbidden knowledge
- Turn them to Stone
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Failed Transformation (Man-Cat) Solitary, Intelligent, Construct claws (d10+4 damage) 16 HP 0 armor Close, Forceful Special Qualities: It is the combination of a man to a feline A failed transformation of a cat cult acolyte. Violent, agile, and bloodthirsty. Instinct: To eat
- Rush at opponents
- Jump and move quickly and agilely
- Track enemies