-
The Fallen Group, Intelligent, Planar, Terrifying Cursed Blade (b[2d10+4] damage) 10 HP 3 armor Close, Forceful, Ignores Armor Special Qualities: Constant shifting darkness surrounds the humanoid The Fallen are from a time long long forgotten; but they WILL BE REMEMBERED. The Fallen will first start to appear when people enter forbidden places during the night or places that are just simply dark. Light instantly dissolves these creatures the first few times then they start to build resistance to it. Once they get stronger these creatures will begin to appear more often and some times out under the open SUN. The Fallen have one goal to destroy the living since they once had lived and someone destroyed them. Instinct: Revenge on the Living
- Materialize in Forbidden Places
- Deathly Strike: Damage inflicted by one of the fallen cannot be healed by normal means
-
Blue-Eyes White Dragon Solitary, Huge, Intelligent Burst Stream of Destruction (b[2d12+7] damage 3 piercing) 24 HP 4 armor Reach, Forceful, Ignores Armor, Near, Far This legendary dragon is powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale. Instinct: To destroy all challengers
- Destroys
- Flies
-
Cranium Rat Horde, Tiny, Magical, Organized, Intelligent Bite(alone), Magic Missile(in small groups), Fireball(in big groups) (d6-2 damage) 3 HP 0 armor Near(bite), Far(spells) Cranium rats become more intelligent as they gather in bigger groups. A single cranium rat is no more intelligent than a normal rat, but gather a group and they gain mental abilities like telepathy, telekinesis and spellcasting. They live in the same places you would usually find rats. The only visible difference between a cranium rat and a normal rat is that you can see a part of the cranium stick out the top of a cranium rats head. Instinct: To defend its kind
- It gathers with its kin to grow in power and intelligence
- Casts spells like a wizard.
- It gains access to more powerful spells as it joins together with others of its kind.
-
Alchemical Golem Solitary, Large, Magical, Devious, Construct Alchemical Syringes (d8 damage) 20 HP 3 armor Ignores Armor Special Qualities: Calculating Created as both a guardian and assistant by a mad wizard. Mounted in its core are a series of reagent flasks surrounding a large potion crucible where the golem can mix any number of alchemical elixirs. These concoctions can either be pumped into the syringes on its arms or loaded into small bottles that can be flung at range from a small shoulder catapult. Instinct: To experiment
- Proceed implacably
- Hurl an explosive potion
- Inject a debilitating potion
-
Warchief Group, Organized, Intelligent, Cautious, Hoarder Greataxe (b[2d8+2] damage 1 piercing) 6 HP 4 armor Close, Forceful "The Northern Barbarians aren't too bright or dangerous by themselves. In groups, they're a threat. With a warchief, they're enough to turn even the mightiest of armies to a bloodied mess. If you see one, you better hope it hasn't seen -or smelled- you." Instinct: To plunder and steal
- Smash to pieces
- Call the horde
-
Nosferatu Solitary, Stealthy, Magical, Intelligent, Hoarder Overwhelming strength (b[2d12+4] damage 2 piercing) 16 HP 1 armor Close, Forceful Special Qualities: Undead Nosferatu are truly ancient vampires. As decades pass, more and more of their mortality is flushed from their body, until they are so warped and alien they cannot even create new vampires. This, however, is the only thing age takes from them. In all other respects, nosferatu reign supreme. Stronger, more powerful and resistant to common vampire banes. Instinct: To drain blood
- Drink blood
- Transform into an animal
- Dominate minds
-
Vampire Spawn Horde, Stealthy, Devious, Intelligent Lunge and bite (d4+2 damage 2 piercing) 11 HP 1 armor Close, Forceful Special Qualities: Undead A mortal can be empowered by a vampire by drinking their blood, but frequent sipping can cause the drinker to slowly turn into a pseudo vampire, called vampire spawn. While stronger than a normal mortal, they are nowhere near as powerful as regular vampires, but just as vulnerable to sunlight, running water and stakes. The process also makes it that much harder for them to resist the allure of blood and as such they often behave more ferally than full blooded vampires. Instinct: To drain blood
- Turn to mist
- Climb like a spider
- Drain blood
-
Sea Hag Solitary, Magical, Intelligent, Hoarder, Terrifying Aquatic Crush (d10 damage) 12 HP 0 armor Close, Ignores Armor, Far Special Qualities: Aquatic Sea Hags are the descendants of ancient elves who, fleeing a great disaster, embraced their fey heritage and took to the waters. Deep below the waves they surivved, forever warped into hags. Sea Hags rarely take issue with people, as the oceans are big enough to provide adequate isolation if they so desire. They are therefore more willing to engage in trade and cast spells for money. Instinct: To do whatever it damn well wants
- Hex people
- Take on a horrifying guise
-
Sea Hag Tamer Solitary, Magical, Intelligent, Hoarder, Terrifying Aquatic Crush (b[2d10+2] damage) 12 HP 1 armor Close, Forceful, Ignores Armor, Far Special Qualities: Aquatic Some sea hags develop a great empathetic bond with the dennizens and enviroemnts of their aquatic homes. This bond not only allows them to communicate with the animals they share their domain with, but also improves their control over natural forces. Instinct: To do whatever it damn well wants
- Hex people
- Take on a horrifying guise
-
Grick Solitary, Stealthy Beak (d10 damage) 12 HP 4 armor Close Gricks are opportunistic predators. Despite their look, their flexible hide is very thick and durable, often to the surprise of those who try to fight them off. Gricks don't feed on each other, but besides that does not seem to care for one another in any capacity. Instinct: To feed
- Camouflage itself