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Colossal Demonic Spider Solitary, Huge, Stealthy, Planar, Terrifying Venomous mandibles or whipped razorwebs (d10+3 damage 1 piercing) 20 HP 1 armor Reach, Near Special Qualities: Agonizing hairs They say they have a patron, you know? Some grim mistress who lives in great and terrible webs in some dark place, nurturing these things and then letting them slip into the world through the cracks in the walls, to hunt and prey upon any who dare fall into their midst. But they say they are just stories... but the things you hear from the dwarves sometimes... Instinct: To serve its master
- Spin webs of razorwire
- Appear from above or below
- Inject paralysing venom
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Gargantuan Demonic Scorpion Solitary, Huge, Planar, Terrifying Pincers and stinger (d10+5 damage 3 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Corrupting ichor Scorpions can get pretty big in the mortal world? That's nothing compared to the predators and 'animals' that take form in the lower depths. They say a harsher environment makes harsher creatures... I can't think of anything harsher than the lower planes... Instinct: To serve its master
- Sting with hallucinogenic venom
- Hunt mortal prey unerringly
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Wielder of the Fang of Night Solitary, Magical, Intelligent, Cautious The Fang of Night (b[2d10+4] damage 4 piercing) 20 HP 6 armor Close, Forceful, Messy Special Qualities: Deathless Sometimes you wield a sword. Sometimes it's the other way around. Pity those who try to use a power much greater than themselves, for they swiftly end up hollowed up and a vessel for other powers. Powers that thirst for blood and conflict, seeking to gnaw away at the world. The only greater goal being to acquire bigger and bigger hosts, until a suitable vessel that can truly wield its magnificence is found, then... Instinct: To Sate the Fang
- Feed the Fang, heal their wounds
- Unleash the true power of the Fang
- Become a Fang-bound shade instead of dying
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Lunar Warden Group, Magical, Organized, Intelligent, Planar, Construct Quarterstaff (d8 damage) 10 HP 1 armor Close, Reach, Near Special Qualities: Hard Light Construct The Lunar University may be fractured and warring, but its guardians will remain, as long as its stones stand (wherever it might be) they exist, forged of moonlight and granted the depiction of tall, cloaked figures. Instinct: To protect the University
- Pursue intruders unerringly
- Bind and repel interlopers
- Ring bells to summon more wardens
- Dramatically manipulate the substance of the University
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Weeping Red Prince Group, Large, Intelligent, Hoarder, Planar Golden weapons and implements (d10+2 damage) 14 HP 1 armor Close, Reach, Forceful Guardians of The Vault, these hulking figures weep blood from beneath their shrouded faces. It is said they enforce The Vault's laws, preventing any from leaving with ill-gotten gains, or at least not without some form of.... exchange. Those that resist are pulverised by their hulking fists, their rag-clad bodies heaving golden implements that crush all that they assault. Legends tell of them pursuing thieves of The Vault for the rest of their lives, never stopping until they claim back what was stolen. Instinct: To guard
- Sense wealth unerringly
- Pursue thieves through time and space
- Judge the value of an exchange
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Felnach Infiltrator Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar Poisoned blades and knives (d10 damage 1 piercing) 12 HP 1 armor Close, Near Some theorise the felnach weren't always demons, but that they made dark pacts while they were mortals and when their fell master came calling they could not resist, and were dragged into the lower planes. Seen as 'demonic cat-people' by the less educated, yet there is some truth in the matter, but nonetheless they are truly demons now, albeit lesser ones, pushed around easily by the hierarchy. The infiltrators are more of a concern, used sparingly, they learned dark secrets from their patron granting them strange powers that let them slip in and out of places with ease, all for the purpose of stealing artefacts and secrets both. Some demonologists summon them into the world for that purpose, but there is usually a catch - usually they are only allowed to attend the summons if they are capable of accomplishing some other, darker deed while they are in the natural world. Remember that all things have a cost, especially when it comes to demons. Instinct: To steal and kill
- Vanish and reappear elsewhere
- Escape in a burst of acrid smoke
- Utilise demonic shadow arts
- Sense sources of greed and envy unerringly
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Hulking Ragebeast Solitary, Huge, Magical, Intelligent, Planar, Terrifying Unstoppable force (b[2d12+7] damage 3 piercing) 28 HP 6 armor Reach, Forceful, Messy, Ignores Armor Special Qualities: Smouldering rage, Gaze of terror A smoky hulk that lives on rage, and towers over all things. A demon that is a manifestation of wrath. Its power cannot be stopped by conventional means, for common battle only makes it stronger. Luckily they are only found in the depths of hell... right? Instinct: To kill, crush, and destroy
- Destroy anything that gets in its way
- Infect with rage
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Marrowwight Scholar Solitary, Large, Magical, Intelligent, Planar, Construct Whitefire bolts (b[2d10] damage) 16 HP 3 armor Ignores Armor, Close, Near Special Qualities: Hive mind While most of Marrowwight's servants are homogenous, power and magic can only be diluted so much before it is ineffective. So it is that particular servants have mystical knowledge and power focused within them, granting them a greater stature and the magicks of either Marrowwight itself or the poor fools who were assimilated by the castle in the past. There are only a few of them luckily, but they are always hungry for more knowledge to add to Marrowwight, and if perhaps the castle comes upon the right secret one day... Instinct: To learn and analyse
- Steal a memory or secret
- Wield stolen power
- Manipulate Marrowwight to its advantage
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Marrowwight Servant Horde, Magical, Organized, Intelligent, Planar, Construct Spear-Antennae (b[2d6] damage 1 piercing) 3 HP 3 armor Close, Reach Special Qualities: Hivemind Castle Marrowwight, an extraplanar castle found in the lower planes. But it is far from any mere castle, it was once a powerful demon lord but it was defeated long ago and reshaped and bound into the form of a fortress to serve as a seat of power for the victor. Its mind was dispersed throughout the pale white walls, and from these walls spring forth servants - tall, humanoid creatures, beclawed and clad in robes and masks making them appear uniform. To mistake them as individuals would be a terrible idea, they are all pawns - extensions of the castle itself, receivers of the hive mind that the demonic predecessor was reduced to, a hive mind that can be added to, for with its great power bound away it can still assimilate poor unfortunates that wander into such a hellish place, with spears that act as antennae for the will of Marrowwight, they can be converted and have their knowledge (and skill) added to the castle. Even defeated, such a powerful threat is never truly dormant, and stirs once more... Instinct: To protect Marrowwight and assimilate to boost it
- Infect with the will of Marrowwight
- Assimilate to create more servants
- Beckon forth more servants from the walls
- Meld Marrowwight to its advantage
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Accursed Group, Stealthy, Magical, Organized, Intelligent, Terrifying Cursed weapons (d8 damage 1 piercing) 14 HP 1 armor Close, Messy Special Qualities: Cursed Death Woe betide those who dare to die while still accursed. The heavens weep for one who deigns to suffer mortality with such a debt outstanding. Sometimes some power, whether divine or malign refuses to allow such an end to truly be an end. Their duty has yet to be complete, and so they suffer from the wounds that killed them, unending and forever, seeking out jealously those who they can add to their numbers, for being so barbed with curses - they can inflict them on others, and those who are cursed shine out like beacons to them, drawing them close. It is said the first curse was ancient and profoundly just. Perhaps these pitiful denizens are related. Instinct: To inflict suffering and death
- Hunt the cursed without fail
- Rise from 'death' like a curse unending
- Inflict cursed wounds and lay curses
- Beckon the cursed host