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Llika Fazzaq, High Judge Solitary, Stealthy, Divine, Magical, Intelligent, Hoarder Two-handed warhammer (d10+4 damage) 14 HP 2 armor Close, Reach, Forceful Special Qualities: Winged, weak to silver The moon itself knows justice - even beneath the pale moonlight there are laws and oaths and power. It is the waning moon that dispenses such things, and Llika is its highest judge. More worrisome is this werecrow's storied ability to use what is known by the less poetic as the "Justice Field", some sort of manner of self-enforcing law, and when you also create the laws that enforce themselves... the opportunity to abuse it is great. Thankfully it is said Llika is just and fair... unless of course she made a law that made it illegal to doubt her... Instinct: To judge
- Judge crimes and enforce their sentence
- Reveal your true form
- Sense disorder and injustice
- Summon the Justice Field
- Blow Kernewys, the West Wind
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Korron Tavash, Archpriest of the Lunar Infinities Solitary, Large, Stealthy, Divine, Magical, Intelligent, Hoarder, Terrifying Triple-Headed Hooked Flail (d10+4 damage 1 piercing) 18 HP 3 armor Reach Special Qualities: Aura of magnificence, Weak to silver Although not the true leader of the cult, Korron is a force to be reckoned with. The most charismatic member of the cult outside of its true leader, and Archpriest of the Lunar Infinities - this intimidating werelion will rarely ever need to fight - having broken the wills of those that dare oppose him, but when forced to fight he is able and willing to unleash terrifying miracles or cut any who manage to close with him to ribbons. But very few get remotely that far. Instinct: To lead
- Muddle minds and control thoughts with your silver tongue
- Reveal your true form
- Unleash overwhelming lunar miracles
- Blow Kyrratis, the North Wind
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Sirrys Hange, Warden of the Full Moon Solitary, Huge, Stealthy, Divine, Intelligent, Hoarder, Terrifying Huge falchion (b[2d10+9] damage 3 piercing) 26 HP 3 armor Reach, Forceful Special Qualities: Ursine ferocity, Weak to silver The full moon is the moon at its strongest. Sirrys Hange is consequently an agent of the full moon part of the lunar cult at its strongest - its leader. A terrifying sight to behold - a giant before he became a lycanthrope, his werebear status makes him even tougher than would have been believed. His enchanted armour reshapes itself to his changing form, and the huge, silvery falchion that he wields not only cleaves throngs of fools in twain but tears straight through any fortifications that might try to bar his entrance. Practically a living siege weapon. Instinct: To lead
- Smash through anything in your way
- Reveal your terrifying true form
- Blow Sibyllar, the South Wind
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Vampire Reynold Fortuity Group, Stealthy, Intelligent, Hoarder Dagger Throw (b[2d6] damage 1 piercing) 22 HP 3 armor Close, Far Special Qualities: Arrow Catch / Parry, Speedy Vampire Reynold Fortuity has pre-Cognition and cannot be hit by normal means. Any danger heading to him or his allies he can sense. He Secretly has preternatural dexterity and fighting ability Instinct: Survive and play with victims
- Pre-Cognition
- Hard - Slice parts off - not limbs
- Take and throw weapon
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Vampire Duplicity Horde, Stealthy, Organized, Intelligent, Cautious, Hoarder Sword (d8+2 damage) 22 HP 2 armor Close Special Qualities: Counter Magic, Multiply, Group Attack, Speedy Duplicity is able to multiply himself at very little cost to effectiveness. His hit points are distributed throughout his many beings. He is himself in all of them. One for all and all for one. Instinct: Toy with
- Hard - Group Attack
- Taunt
- Multiply roll D10
- Hard - grab limbs
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Vampire Lord Midnight Group Poison Mist (d10 damage) 10 HP 0 armor Close, Ignores Armor Special Qualities: Mist Form Midnight is the keeper of night. Without her ability, the sun will come through. Instinct: Forever Darkness
- Choke with poison mist
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Stinger Spawn Group, Large Stinger (d8 damage) 10 HP 3 armor Near, Reach Special Qualities: Swamp Walk A mature version of the Seedling Spawn adapted to be the protectors of the Chaos Demon. It uses its tail stinger to paralyze and immobilize its targets. They're thick skin is hard to pierce and their Swamp Walk makes them shifty and hard to hit while in their nest. Instinct: To Sting, Spread Infection
- Paralyzing Sting, target starts to take DEX damage.
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Infector Demon Group, Large, Intelligent, Planar Vicious Claws (d8+2 damage) 14 HP 1 armor Close, Forceful, Far Special Qualities: Swamp Walk A large demon spawned from the realm of chaos. The demon was spawned by the fragment of the chaos shard in the staff-of-earthen-might and has taken on its powers. It manifests as a large demon made from plant matter and swampy earth. The seeds it produces turn into various forms of infected spawn that it uses to spread its chaotic infection. Instinct: To Immobilize target, Spread Infection
- Venomous Sludge, throws a ball of slime at target that weakens target, if already weakened the target is immobilized. 1d4 damage.
- Amorphous Body, is made of slime and mud. May never take more than 2 damage at one time.
- Relentless Attack, rolls damage at advantage against immobilized targets.
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Priest Spawn Group, Large, Intelligent Staff (d8 damage) 10 HP 2 armor Close, Reach Special Qualities: Swamp Walk One of the priests that came to rebuild the ruins. Now a mindless slave and fused with one of the corrupted plant creatures. The powers of the priest have been incorporated into its new form along with a semblance of its former mind. Instinct: Direct minions, Spred Infection
- Corrosive Reflux, small blast of acid that eats away armor. 1d8 damage.
- Croak, lets out a reverberating croak that STUNS its victim. 1d10 damage.
- Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
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Incubator Spawn Group, Large Bite (d6 damage) 10 HP 2 armor Close, Reach Special Qualities: Swamp Walk A mature form of the seedling spawn, these large creatures will attempt to devour any living thing. Once ingested, the incubator absorbs and merges with its prey. Instinct: To consume prey, Spread Infection
- Tendrils, will reach out and ensnare a target and attempt to pull it closer.
- Swallow, after prey is pulled close they are swallowed whole. Take d4 damage while consumed.
- Leap, uses powerful jump to disengage and finish digesting.