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Beast-Made Pack Horde, Small fangs, tusks (d6+2 damage) 11 HP 2 armor Close A Beast-Made Pack is a collection of wild beasts who have been trapped and fed the God Beast's flesh by the Beast-Made Brethren. Wolves, boars and bears make up roaming packs that constantly patrol the lands around the Beast to hunt and protect the Beast from intruders. The cling to a bare essence of their former selves, a mindless pack that only knows that it should kill and eat anything that moves. Instinct: to protect
- corner and take down
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Beast-Made Brethren Group, Terrifying tusks (d8+2 damage), club (d8) 14 HP 2 armor Close Special Qualities: It's body has been taken over by grey scales The Beast-Made Brethren are humanoids of all races. Whichever poor soul found itself feeding on the rotting flesh of the great dead God Beast. The magical regenerative powers of the dead Beast take over the body and change it. Grey scales grow over skin, tusks sprout out from the mouth. The eyes glow with a dull green light. They live to serve the Beast, each one driven to become it. Instinct: to subdue
- Collect a body for the Beast
- Collect flesh for the Beast
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Teller of Tales Horde, Huge, Magical, Divine, Devious, Organized, Intelligent, Hoarder, Planar Verbal blast (w[2d6+5] damage) 13 HP 4 armor Reach, Ignores Armor, Near, Far The teller of tales is a large organism covered in mouths and arms. The arms hold scrolls of every tale ever told and the mouths spew the tales in an endless cacophony. Swarming around the teller are many "tales", smaller versions of itself. The teller and it's tales were created by the god of knowledge in an attempt to enlighten mankind. Unfortunately, there are few who can endure the endless barrage of information that spews from the teller. Patience is not a common virtue among man. Instinct: To tell unyielding truth through story.
- Weave stories together to produce prophecy.
- Cast an illusion while telling a story
- Deafen with shout
- Someone "tales" for backup
- Know every story ever told.
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Swamp Djinn Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying Terrible claws (b[2d12+9] damage 4 piercing) 30 HP 6 armor Reach, Forceful, Near Special Qualities: Terrifying grin When the world was in flux and only the elements had been created, the gods began making creatures to do their will. Kozan, lover of fear and death was jealous of the prosperity and plenty that the other gods brought about. He created a servant that would thrive in their abundance. The swamp djinn always has a point of origin is some dark foul place but will distance itself from its origin as soon as possible. The swamp djinn will always come back if its place of origin still stands. Conversely, it loses power as it grows close to the origin. Beware hearty adventurer, Kozan remembers those who get in the way of his servants and he knows not of forgiveness. Instinct: To slaughter the simple
- Leave behind evidence of carnage
- Ambush during celebration
- Know the outcries of the fallen.
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Kolyarut Inevitable Solitary, Divine, Magical, Intelligent, Cautious, Construct, Amorphous Blessed Adamantine Bastard Sword (b[2d12+6] damage) 25 HP 5 armor Close, Forceful, Ignores Armor Special Qualities: Can easily disguise itself, Constructed by ancient beings to uphold oaths Kolyarut Inevitables are ancient creatures constructed by long-forgotten beings to act as reality-wide vengeance for nefarious oath-breakers. They are courteous and talkative, often very gracious, knowledgeable, and even helpful to those in need, but will abandon them without hesitation if it helps them complete their quest. There are few Kolyarut left, so their contract-breaking targets are limited to extremely dangerous known offenders. In their normal form, they appear to be a magical mechanical statue with a long, flowing golden cloak and a massive, bastard sword with a 2' wide blade. The Kolyarut possess the ability to disguise themselves as cloaked warriors with heavy plate armor, so the clanging and clinking heard as their bodies move is believed to be the sounds of their armor and weapon. These Inevitables also have the power to render themselves completely invisible so they may observe their target or any possible allies. Instinct: To uphold all bargains, deals, and contracts
- Crush enemies with impossibly heavy attacks
- Can turn completely invisible and discern motives
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Thanadaemon Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Cautious, Planar, Terrifying, Amorphous Barbed Onyx Scythe (d10+4 damage) 25 HP 8 armor Close, Reach Special Qualities: Kill an Astradaemon to heal for 1d8 HP, Body is draped in a black, ragged, shadowy robe; long, spiny, skeletal claws; jagged monstrous skull, long devil horns, and glowing yellow eyes Thanadaemons are the embodiment of the end of life. They represent death by old age, and they act as a cruel joke to the living. Thanadaemons use Astradaemons as hunting hounds, and if hurt can kill one to absorb the souls it has devoured. These demons are known manipulators. They offer weak or underpowered foes deals in exchange for help, protection, or anything else they might desires, as Thanadaemons have the unique ability to use their deathly knowledge to see an enemy's gravest fears. These evil creatures have learned to harness the very power of fear itself to summon the deepest fears in an enemy and send the bravest warriors running. While there are an unknown numbers of Thanadaemons hidden amongst the planes of reality, they all share a single hivemind. If destroyed, their other entities live on, but any Astradaemons under their control will be without a master and panic and ravage all they encounter. Instinct: Make and break deals
- Use his minions as leverage
- Offers deals to those he finds value in
- Cast a fear spell to terrorize foes
- Difficult to kill as it is the embodiment of death itself
- Hails from the planes of death and darkness and can easily identify an enemy's fear
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Ninja Master Chill Solitary, Small, Stealthy, Devious, Planar, Terrifying claws (d10+2 damage 2 piercing) 12 HP 1 armor Close, Forceful Special Qualities: It has the smell of decay and his left arm is a bird claw. A small figure in the howling storm. A vile stench fills the air. His dressing reminds you of a monk, only dark. His left arm is missing and in place is the claw of a eagle. Instinct: He protects the magic altar used to create the slumbering beast. It's located under the hidden village.
- Flame swipe deals 3d8 damage on all frostbitten tagets.
- Tries to position itself between to players to make them attack each other.
- His attacks apply frostbite. He uses flames to deal high burn damage when someone is under frostbite effect..
- Piler of fire unleashes the fury of Dermantos, a huge impact sets everything a flame.
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Commander Frostbane Solitary A a left-right-left strike (b[2d10] damage) 20 HP 2 armor Close, Near Special Qualities: While striking it can deflect attacks from all sides A female ogre the size of a truck. She wears no armor but a Chillblade Tabard. She wears a hood over her head with 2 gaps for eyes. There seems to be no weapon around. Instinct: kill everyone in Chillblade keep. She is protecting a underground storage house, where the dead Sunwalkers are kept.
- Unleash rage. Increasing damage by 1 dice. It ends when players hit.
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Ninja cat. Horde, Tiny, Organized Bite (b[2d4-2] damage) 3 HP 0 armor Hand A small gray cat. It's fur is unusually long. While normally it walks on 4 paws, sometimes you can see it shift to a running pose on 2 legs. Instinct: to obey other Ninja's
- Scratching leap 2d4 damage.
- Summons nearby Ninja Ambusher
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Ninja ambusher Group, Devious, Organized, Intelligent Stab (d4 damage 1 piercing) 6 HP 1 armor Close A ninja in a full black suit. It wears small daggers at his belt. Instinct: to kill intruders
- Appears behind you and stabs. 1d6 damage.
- Frost Poison. Causes frostbite. dealing 1 damage every turn.
- Explosive disengage with saboteur. 1d8 dmg. and disapear.