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Captain Greyson Solitary, Magical, Divine, Intelligent His weighted axe and maul combo, called Shieldcleaver (b[2d10+6] damage 1 piercing) 44 HP 4 armor Close, Forceful Captain Greyson was once an above-average mercenary company leader, strong but fair, his company was highly sought after when strength of arms was required outside the Kingdom borders. This was until his mind was warped by a relic sacred to those that worship a God of dark aspect that he has come to covert was gifted to him. Since wearing this relic, he has become a man possessed, capable of feats of strength no mortal man should be able to accomplish, and through the divine power of the relic has become immune to spells, both magical and clerical, that do anything other than inflict injury. Instinct: to cause death and chaos
- Indulge his desire for carnage on any scale
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Greyson's Minion(s) Group, Stealthy, Divine, Organized, Intelligent, Cautious Specialised weapons (b[2d8+4] damage 1 piercing) 6 HP 6 armor Close These elite warriors have been trained in the use of obscure or difficult weapons to throw their enemies off-guard, as well as having practice fighting with the others of their group, and against a larger number of foes. Due to this, even when outnumbered, they can anticipate their allies' moves and assist them, even if facing an opponent (or opponents) of their own. Instinct: to lay low the weak, to serve their master.
- Kill any who oppose their master's will
- Can backstab those fighting their allies while fighting their own enemy
- Can arrange ambushes
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Fierce Lashhound Solitary, Small, Stealthy, Intelligent, Planar, Terrifying Teeth and Claws (b[2d10+4] damage 1 piercing) 12 HP 2 armor Close, Forceful, Reach Special Qualities: Exudes an appalling stench, looks like a hellhound covered in tar and scale armour A planar beast that can develop strong loyalty and will defend its master beyond the ends of the earth, they are noticeable by their terrible natural weaponry, a marker of coming from a more dangerous place. A mature Lashhound can have up to five 8-foot-long razor tails, that can strike at multiple targets. Instinct: To guard its master
- Lash out with razor sharp tails
- Can strike arrows from the air
- Can phase its physical body into its native plane, becoming invisible
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Muscle Sliver Horde, Small claws d6+1 damage) 4 HP 0 armor Close Gives all other nearby +1 dmg and +1HP Instinct: Part of the Hive
- Boosts dmg and life of other slivers
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Base Sliver Horde Claws (d8 damage) 3 HP 0 armor Close Special Qualities: Gains powers of other nearby slivers This is a base sliver that I made. It gains all special ablities that other slivers have due to Hive Mind. Instinct: to eat and spread
- obey and devour
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Permafrost Nicklepede Horde, Small, Devious Gouging bite (d4 damage) 3 HP 0 armor Close Special Qualities: Burrow, Heat-sense Large, hundred-legged insects tunnel out from frozen soil around you. In groups of a dozen or more they swarm, each one a meter long, tipped with finger-sized mandibles on their head and pincers double that on their tail end. Their multitude of legs hurries them along the earth, allowing them to cling even to a vertical rock surface, gliding across it like serpents on water. The carapace covering their bodies is glimmering black and brown, tipped with white frost on the edge of each chitin plate. There is nothing they want more than to than find a warm body to consume. Instinct: to seek warm flesh
- Crawl into a tight place (Knapsack, armor, etc.)
- Infect something with frost-rot
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Succubus - Demon of Lust Group, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder, Planar Euphoric Touch (w[2d6+4] damage) 16 HP 7 armor Close, Forceful, Ignores Armor Special Qualities: Winged A succubus is formed from the souls of particularly lustful and rapacious evil mortals. Tiny horns, long bat-like wings, and a cord-like, cord-like forked tail betray the demonic nature of these alluring women whom which can shape-shift at will into any mortal guise they desire. The touch of a succubi flesh is immediately overwhelming and amongst mortals a succubus can often rise to incredible heights of power through her manipulations and both sensual and erotic charms. Many a war has raged due to the subtle machinations of such creatures whom are often surrounded by loyal mortal bodyguards -- however, such demons have no pity for slaves that are of no further use; those they cast aside are often consumed by their lust and obsession - tormented souls, denied for the sadistic amusement of these insidious fiends. Instinct: To enthrall, dominate and pervert mortals.
- Drain life essence through touch
- Shape-shift into mortal disguise
- Hypnotic gaze and voice
- Enthrall with a kiss
- Command Thrall
- Teleport away from danger
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Giant Solitary, Huge, Intelligent, Cautious, Hoarder, Terrifying Massive Rock or Club (d12+7 damage) 24 HP 2 armor Reach, Forceful, Ignores Armor, Near, Far A Giant is a massive humanoid that stands over twenty feet tall, with females being slightly shorter. They generally live far from civilization in virgin forests or desolate wastelands, and dress themselves in layers of thick animal hides, tending toward solitary lives. While there are many ruins and structures that look as if they had once been created by giants; the remaining giants in the world are generally bestial and crude; living as little more than scavengers. Instinct: Hunt or Steal Livestock for Food.
- Throw Massive Rocks
- Smash enemies with tree trunks
- Move with unrelenting speed
- Shake and break the ground
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Marilith - Demon of Pride Solitary, Huge, Magical, Divine, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying Six Exotic Weapons (b[2d12+9] damage 4 piercing) 26 HP 7 armor Reach, Forceful, Near, Far Special Qualities: Fiendish, Often Interplanar demigod (half-damage from all attacks) A marilith is 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith. This snake-bodied fiend has a six-armed woman's torso, fiery red hair, flawless pale flesh, pointed ears, and glittering, otherworldly eyes, taking on the appearance of some macabre diety of destruction. A marilith is a true whirlwind of martial prowess that can fight off multiple enemies with an array of exotic weapons held in each of it's six hands as well as crush enemies within the coils of it's serpentine tail while separating it's foes with the continuous and rapid use of both teleportation and telekinesis. The leaders of Abyssal hordes and queens of Abyssal nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions. Instinct: To devour the souls of proud warriors.
- Crush enemies in her coils
- Forceful Telekinesis
- Open Gate to Lower Planes
- Reflexive Teleportation
- Torture, smother and swallow defeated warriors
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Redcap Group, Small, Stealthy, Intelligent, Hoarder Bloody knife (b[2d6+2] damage 1 piercing) 6 HP 0 armor Close Larger than a regular brownie, redcaps are easy to spot due to their eponymous headgear. They eschew traditional warrens, hiding in tree boles and marshes during the day. Given any shred of moonlight, they will dig up their bloody knives and set out in search of trophies: the beating hearts of larger creatures, which the redcaps use to refresh the dye on their attire... Instinct: To murder
- Dye its hat with its victims' blood
- Strike from a hidden perch
- Cut a trophy from a larger foe