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Kaortic Hulk Solitary, Huge, Stealthy, Magical, Planar, Terrifying Teeth and Claws (d10+7 damage 3 piercing) 20 HP 3 armor Reach, Forceful, Messy Special Qualities: Blindsight, Eats anything and everything The exact relation between this beast and the Kaorti is unclear, but there is certainly something there. A hulking extraplanar predator, rippling muscle, and plates of resinous armour - ribbed and fluted to a disquieting degree. It has no eyes or ears and yet somehow senses its prey, and uses its supernatural powers bestowed upon it from some terrible place to hunt despite its enormity. And hunt it does. Not only do the living have to fear it, but it will devour the undead, even automata and oozes, and other entirely inorganic things - its hunger is insatiable. But it does not belong here, sometimes terrible rifts might bring one to our world, sometimes foolish summoners might attract one in hopes of using its great strength to crush their foes. However it arrives it seeks to stay, despite our world being so different to where it arrived from - for there is much easier prey here. There is definitely a connection between it and the Kaorti however, and the Kaorti themselves have been witnessed making use of these creatures - possessing an obedience unseen if summoned by someone of our world. Instinct: To Feed
- Pounce upon hapless foes
- Utilise supernatural invisibility and silence
- Become mystical smoke and reform elsewhere
- Cling to and climb any surface through impossible geometries
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Tar-Thing Group, Large, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous Engulf (d6+1 damage) 21 HP 2 armor Close, Reach, Ignores Armor Special Qualities: Corrosive body The sages speak of ancient creatures who over the long aeons became tar, that much is known. But a Tar-Thing only bears a superficial resemblance to such a substance, and unlike tar-based automatons this cannot be made only... oozed into our world. Sometimes meteors fall to earth carrying one of these, and when they slither across the earth none can know peace until it is destroyed. They aren't even flammable, because they're not made of tar per se, or at least not terrestrial tar. They can corrupt earthly tar into more of itself however, but more frighteningly they can infect and corrupt mortals and turn them into poor vessels for its essence, unaware that they are already dead until it activates them and reveals their terrible fate. Instinct: To Consume and Corrupt
- Eat Away at Unwanted Things
- Conceal itself within an unaware infected
- Infect and corrupt creatures to turn them into their unawares puppets
- Convert tar and oil into more of itself.
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Tar Titan Solitary, Huge, Stealthy, Organized, Construct, Amorphous Waves of choking tar (d10+3 damage) 31 HP 2 armor Reach Special Qualities: Flammable body, Sticky substance, Nauseating fumes The 'apex' of the tar magic for what it's worth. By simultaneously focusing and dispersing power into a tarry framework and weave lattices of lesser elemental spirits in order to create a primitive 'brain', you can create such a mighty weapon as a Tar Titan, able to sunder walls and choke whole armies and make everyone hate you for using it. But what does it matter if you won? Supposedly these (or something similar) can occur in the wild, but such conditions that would allow it to form would be dire indeed and likely a symptom of a dying world. But then again those that would encounter such a thing would not likely see the world end, so that's one small mercy. Instinct: To Devour/Serve
- Drag things unerringly into its tarry form
- Become a massive tar pit or turn back
- Animate its tarry trail as loyal Tar Golems
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Tar Golem Group, Large, Stealthy, Organized, Construct, Amorphous Drowning grasp (d8+1 damage) 21 HP 2 armor Special Qualities: Flammable body, sticky substance More advanced than mere Tar Men, Tar Golems require an animating elemental force fostered into them, which makes them more long-lived and also allows them to maintain a much larger form without any loss of stability. The tarry magical sciences are something people rarely talk about but are fascinating to the right kind of person. Their nature does mean that in theory they can transfer their 'consciousness' between sufficient volumes of free tar rapidly, something that can be taken advantage of by an appropriate tactical genius who is willing to... make use of these things. On a darker note the notion of their construction is actually a replication of an unfortunate supernatural phenomenon, spirits (elemental or otherwise) can when appropriately empowered possess tar and form it into something akin to a Tar Golem, however they are much more bound to base desires... something that gives Tar Golems a bad name. Instinct: To Devour/Serve
- Absorb things into its tarry form
- Unform and reform between patches of tar
- Vomit forth tar men allies
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Tar Men Horde, Stealthy, Organized, Construct, Amorphous Smothering grasp (d6 damage) 14 HP 2 armor Close Special Qualities: Flammable body, Sticky substance Magic can be used to do many great things, and a good use of magic (such that it is) is to make use of what you have. So what do you do if you have vast tar pits? Animate them into tarry minions, ready to lumber forth and smother your enemies of course! Of course since tar seems to work so well as a vessel for mystical power, sometimes tar men are known to animate spontaneously, buoyed forth by wild magical resonance or gross spiritual disturbances, These tar men are much less obedient and much more.... hungry. After all, sages say that some time aeons past what became tar were once living creatures, maybe some of their urges still remain... Instinct: To Devour/Serve
- Envelop in tar
- Change between inanimate tar and back
- Animate more Tar Men
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Kaorti Group, Magical, Organized, Intelligent, Planar, Terrifying Eldritch magics (d8 damage) 6 HP 1 armor Close, Ignores Armor, Near Special Qualities: Disquieting aura The Kaorti are a prime example of the sin of hubris and how it can ruin everything. Wizards wield mighty powers that much is true, but how much can these powers carry you against the might of things from beyond mortal ken? Not so far. When a group of wizards traversed into realms far distant from our own in search of power and knowledge they were immediately overwhelmed by something far beyond comprehension, and were thereby transformed into the Kaorti and sent back to our world in order to make it more akin to that place that they dared tread. Such is their warped nature that they are now forced to operate in our realm within protective suits made from the weird material that they secrete, or if given enough time they can ward entire structures in such a manner to give them a sickly and unnatural atmosphere that they can thrive in. A suitable example of what our world might become like if they have their way. Now their mission is to corrupt all that they can touch, turning people into more of them and beasts into their warped servants, they might make promises of great power but do not listen - nothing they do will ever be in your favour. Instinct: To Corrupt
- Corrupt into another Kaorti, or a Thrall over a matter of hours
- Wield spells learned from beyond
- Summon forth its servants and allies
- Secrete and mould unearthly resin
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Renter Horde, Stealthy, Organized, Intelligent, Hoarder, Planar, Terrifying Rending Grasp (d6 damage) 7 HP 0 armor Close, Ignores Armor Special Qualities: Impossible geometries The worlds beyond our own can be quite baffling. Some are eerily similar to ours, others quite different. Of those that are similar, many fall under the title of 'parallel worlds', places that only exist in a present where different choices were made in the past, and although hard to get to or interact with can be quite fascinating. But not all parallel worlds are equal, although many are within the expectations of reality some are... broken. Perhaps they were never quite made right in the beginning, or maybe something happened that was so cataclysmic that space itself frayed and contorted. These places became less real in the process and in their fractured and broken state can press up against and contort around our reality - where this happens often enough and especially where the planar fabric is sufficiently thin they can bleed into ours, warping their surroundings and breaking them in ways equivalent to theirs, but the opposite is also true - and where our world gets close to theirs it provides some measure of stability... reality. The Renders are usually the only thing you will find in this forsaken worlds, broken fragmented half-existent things with fractured or broken souls (or no souls at all), they envy us for we are real and they are not. But they are parasites and predators, and if given the opportunity they can seize upon this and try to siphon off our reality to become more real. Happily they are locked behind the infinite expanse between our worlds and theirs... but if one were unlucky enough to find a place so touched, or worse - somehow end up across the gulf of nothingness and in their false-world... well it's probably better to avoid this if at all possible. Instinct: To Feed on what is Real
- Break or mangle something to become more real
- Hide in or surprise from another dimension
- Sunder local geometries to let more Renters in.
- Warp space around itself
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Terracotta Titan Horde, Huge, Divine, Construct Titanic Weaponry (d6+9 damage 3 piercing) 21 HP 3 armor Reach, Forceful, Messy Special Qualities: Ceramic Body Grave goods in the form of model soldiers - even full-sized ones - are not unheard of. Making such sacrifices as such a gift to a primordial power of earth would more than likely end with them animating such soldiers, and forming a horde of automatons. But what if whoever was making these sacrifices... were titans? Not just a horde of terracotta automatons, but ones that are way, way, too big. Just as well the controller of such an army is sleeping forever bound deep beneath the earth... right? Instinct: To Follow Orders
- Crush anything opposing it
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Orc Dire Wolf Rider Group, Large, Organized, Intelligent, Terrifying Spears, Teeth, and Claws (d8+2 damage) 10 HP 1 armor Reach Special Qualities: Lupine ferocity Orc cavalry doesn't use horses. Orcs regard horses as food rather than steeds. Instead they use the mighty dire wolves, fell creatures able to tear someone limb from limb, so naturally having an orc spear-wielder riding atop one makes it even more dangerous. Instinct: To Hunt and Kill
- Run down prey
- Summon the horde
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Orc Harrier Group, Stealthy, Organized, Intelligent Spears and javelins (d8 damage) 6 HP 0 armor Close, Reach, Near Orcs are wily creatures, and skirmishing is not strange to them. While the majority of the horde might be wading in or charging forth, the harriers stymie and harry their foes, wearing them down and leading them into traps or acting as a vanguard before the horde proper arrives. To orcs, any edge is worth it if it needed for them to do as they want. Instinct: To hunt and skewer
- Thrust or throw then dart away beyond reach
- Use traps to snare their prey
- Blow the horns to summon the horde