Witches what are they good for huh.


Lisbeth
Power Level: -10

Stats:
Poise: 30
Health: 0
DefenseMod: -2
AttackMod: -3
Init: -5

Traits:
Frame: Man
WitchMotivation: Desire for Power: This person originally traveled to the Rift in order seek out ultimate power. Instead, it found madness. As a Witch it seeks to claim new Spirits, lands, and followers. Sane people will not follow it, so it is trying to create a society of Monsters to do so.
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: It has shark teeth in its mouth.
Smell: Wet Dog
VictimChoice: Taste for depressed people
VictimWound: Brings victims bodies back to its lair to snack on later.

Pets:



Shuttleworth
Power Level: -6

Stats:
Poise: 30
Health: 0
DefenseMod: 4
AttackMod: 3
Init: 5

Traits:
Frame: Man
WitchMotivation: Revenge on Church: The Witch feels that they have been wronged by the Church. Specifically, the Church killed their Mother. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Crown of fire
VictimChoice: Taste for Women
VictimWound: Hangs victims from tree branches to make feeding easier.

Pets:



Ralegh
Power Level: 0

Stats:
Poise: 30
Health: 0
DefenseMod: 2
AttackMod: 0
Init: 3

Traits:
Frame: Man
WitchMotivation: Treasure Hunter: This Witch originally traveled to the Rift in order seek out abandoned treasures. Instead, they found an alien spirit that shattered their mind. They now seek amass treasure by raiding and stealing from villages. They do not fully understand value any more, so they will place great store on shiny or garish objects. They will kill anyone who gets in the way of this pursuit, or anyone who threatens their hoard.
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Defense: Regeneration 2: Regenerates 4 health and 8 poise per turn.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
VictimChoice: Taste for Children
VictimWound: Likes eating the eyes of its victims

Pets:



Linger
Power Level: 7

Stats:
Poise: 30
Health: 10
DefenseMod: -2
AttackMod: -1
DamageMod: 4
Init: -5

Traits:
Frame: Man
WitchMotivation
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Ink Vomit: Vomits a viscous black ink when threatened. The ink blinds, encumbers, and makes the ground slippery. Takes hours to scrub out of skin and clothes.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Hunchback: The creature has a water melon sized hunchback.
Appearance: Long, Face covering hair: The creature has a long, thick mat of hair that descends from its head to cover most of its face.
Smell: Cabbage
VictimChoice: Does not target beautiful men
VictimWound: Likes eating the eyes of its victims

Pets:
Hunter Horsegloom
Acherite Owlorpse



Binet
Power Level: 11

Stats:
Poise: 30
Health: 15
DefenseMod: -2
AttackMod: -4
Init: -5

Traits:
Frame: Man
WitchMotivation: Adventurer: This person originally traveled to the Rift in order seek adventure and noble deeds. As a Witch, they still seek the same, and will try to clear out villages of "orcs" that threaten the Rift Lands.
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Dream Lilt: Continually sings a soft, haunting melody that lulls people into a deep sleep. If in short range, must make an easy will save at end of each round or fall asleep.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Glowing Umber eyes
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Never eats the Throat of its victims

Pets:



Gorlois
Power Level: 13

Stats:
Poise: 30
Health: 35
DefenseMod: 4
AttackMod: 3
Init: 5

Traits:
Frame: Man
WitchMotivation: Desire for Power: This person originally traveled to the Rift in order seek out ultimate power. Instead, it found madness. As a Witch it seeks to claim new Spirits, lands, and followers. Sane people will not follow it, so it is trying to create a society of Monsters to do so.
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Wears heavy iron chains wrapped around its body
Appearance: Has a thick and distended abdomen.
VictimChoice: Taste for Children
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.

Pets:



Berks
Power Level: 15

Stats:
Poise: 30
Health: 15
Armor: 1
DefenseMod: 8
AttackMod: 9
DamageMod: 4
Init: 9

Traits:
Frame: Man
WitchMotivation: Revenge on People: The Witch feels that people have wronged it. While it has changed greatly from its former existence, it does still remember a feeling of being injured, not appreciated, and taken advantage of by people in general. For that reason it will try to destroy people and cities.
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Weakness: Animal Intelligence: IQ 40
Appearance: It has shark teeth in its mouth.
Appearance: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
VictimChoice: Taste for Pigs
VictimWound: Drains every drop of blood from its victims.

Pets:



Blackburne
Power Level: 15

Stats:
Poise: 30
Health: 5
DefenseMod: 2
AttackMod: 4
DamageMod: 6
Init: 3

Traits:
Frame: Man
WitchMotivation
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Blood Rage: Becomes enraged and furious as it draws and tastes blood. Gains a +2 bonus each time it causes a wound. The bonus fades very quickly out of combat.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Appearance: It has shark teeth in its mouth.
Smell: Peaches
VictimChoice: Does not target beautiful men
VictimWound: Never eats the Fingers of its victims

Pets:
Damnable Abysian Swan



Trepes
Power Level: 16

Stats:
Poise: 30
Health: 15
DefenseMod: 8
AttackMod: 7
Init: 9

Traits:
Frame: Man
WitchMotivation: Revenge on People: The Witch feels that people have wronged it. While it has changed greatly from its former existence, it does still remember a feeling of being injured, not appreciated, and taken advantage of by people in general. For that reason it will try to destroy people and cities.
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Defense: Weapon shattering body: Metal weapons will shatter upon striking the creature. They will still do damage, but are only good for one successful attack. Works via Karma.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
VictimChoice: Taste for Pigs
VictimWound: Cracks the open the bones of its victims and eats their marrow

Pets:
Hyberborean Scorposs



Cowie
Power Level: 16

Stats:
Poise: 30
Health: 0
DefenseMod: 2
AttackMod: 1
Init: 3

Traits:
Frame: Man
WitchMotivation: Adventurer: This person originally traveled to the Rift in order seek adventure and noble deeds. As a Witch, they still seek the same, and will try to clear out villages of "orcs" that threaten the Rift Lands.
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Appearance: Wears dried bits of human hide over its body
Appearance: Spider Hairs: The creature's body is covered in thick and bristly hair, like a tarantula
VictimChoice: Taste for Horses
VictimWound: Likes eating the eyes of its victims

Pets:
Damnable Abysian Swan



Jordison
Power Level: 20

Stats:
Poise: 30
Health: 45
Armor: 1
DefenseMod: 6
AttackMod: 4
Init: 7

Traits:
Frame: Man
WitchMotivation: Revenge on People: The Witch feels that people have wronged it. While it has changed greatly from its former existence, it does still remember a feeling of being injured, not appreciated, and taken advantage of by people in general. For that reason it will try to destroy people and cities.
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Prehensile Tail: Has a long, thick Tail that can extend to deliver attacks and abilities. Extra action slot for tail abilities.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Appearance: The creature's heart emits a Gray glow that shines through its skin and slowly pulses.
VictimChoice: Does not target beautiful women
VictimWound: Preferentially eats the hands of its victims

Pets:
Damnable Abysian Swan



Kerrie
Power Level: 21

Stats:
Poise: 30
Health: 15
DefenseMod: 6
AttackMod: 5
Init: 7

Traits:
Frame: Man
WitchMotivation: Desire for Knowledge: The Witch traveled to the Rift in order to gain knowledge. They thought that only at the Rift would they have access to the information and spirits needed to answer their questions. As a Witch, they still seek knowledge, and are prone to strange experiments, vivisection, and making endless and meaningless scrawls on volumes of parchment.
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Flensing Lightning: A blast of blue lightning that cooks muscle and strips away flesh. Creatures killed by the blast immediately come back as skinless undead. Usable 3 times per day.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Vulnerable to Cow Urine: Cannot stand Cow Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Its tongue is long and deeply forked.
VictimChoice: Taste for depressed people
VictimWound: Trepanates its victims, removing and eating the most succulent part of the frontal cortex. Leaves the victims alive but dissassociated and weird and with memory problems.

Pets:



Shai
Power Level: 22

Stats:
Poise: 30
Health: 10
DefenseMod: -2
AttackMod: 2
DamageMod: 10
Init: -5

Traits:
Frame: Man
WitchMotivation: Desire for Power: This person originally traveled to the Rift in order seek out ultimate power. Instead, it found madness. As a Witch it seeks to claim new Spirits, lands, and followers. Sane people will not follow it, so it is trying to create a society of Monsters to do so.
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Wears heavy iron chains wrapped around its body
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
Smell: Yeast
VictimChoice: Taste for elderly people
VictimWound: Eats the fat off the victim, leaves most of the rest.

Pets:
Damnable Abysian Swan



Draker
Power Level: 23

Stats:
Poise: 30
Health: 15
DefenseMod: 6
AttackMod: 4
Init: 7

Traits:
Frame: Man
WitchMotivation: Revenge on WitchHammers: The Witch feels that they have been wronged by the WitchHammers. Specifically, the WitchHammers killed their Father. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Flesh
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Attack: Prehensile Tongue: Has a long, thick tongue that can extend to deliver attacks and abilities. Extra action slot for tongue abilities.
Weakness: Dumb: IQ 70
Appearance: Casts no shadow
Appearance: The creature has wide and staring fish eyes that never blink.
VictimChoice: Taste for Women
VictimWound: Eats the skin from victims.

Pets:



Berta
Power Level: 23

Stats:
Poise: 30
Health: 0
DefenseMod: 2
AttackMod: 7
DamageMod: 12
Init: 3

Traits:
Frame: Man
WitchMotivation: Desire for Knowledge: The Witch traveled to the Rift in order to gain knowledge. They thought that only at the Rift would they have access to the information and spirits needed to answer their questions. As a Witch, they still seek knowledge, and are prone to strange experiments, vivisection, and making endless and meaningless scrawls on volumes of parchment.
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Attack: Fungal Bloom: The creature sheds spores continually, and fungus around it goes into riotous growth. Each round you take -1 penalty as your body breaks out in steadily thicker layers of fungus. Takes several minutes to scrape yourself clear of fungus, but weeks before your skin looks right.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
VictimChoice: Prefers to attack sleeping targets
VictimWound: Eats the fat off the victim, leaves most of the rest.

Pets:
Corrupting Crocogaunt



Imrahil
Power Level: 23

Stats:
Poise: 30
Health: 35
DefenseMod: 4
AttackMod: 2
Init: 5

Traits:
Frame: Man
WitchMotivation: Revenge on WitchHammers: The Witch feels that they have been wronged by the WitchHammers. Specifically, the WitchHammers killed their Child. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Defense: Poisonous Skin: This creature's skin emits secretions that are highly dangerous. Touching the skin with so much as a single hand inflicts one dose of Itching Poison
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Is grossly fat.
VictimChoice: Taste for Pigs
VictimWound: Brings victims bodies back to its lair to snack on later.

Pets:
Damnable Abysian Swan



Alleyn
Power Level: 24

Stats:
Poise: 30
Health: 65
DefenseMod: 0
AttackMod: 2
DamageMod: 6
Init: 0

Traits:
Frame: Man
WitchMotivation: Revenge on Church: The Witch feels that they have been wronged by the Church. Specifically, the Church killed their Parents. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Avoidance Water: Strongly avoids and will not approach Water
Appearance: Has a thick and distended abdomen.
Appearance: Long, Face covering hair: The creature has a long, thick mat of hair that descends from its head to cover most of its face.
VictimChoice: Taste for bitter, angry old men
VictimWound: Hangs victims from tree branches to make feeding easier.

Pets:
Acherite Owlorpse



Lopa
Power Level: 24

Stats:
Poise: 30
Health: 15
DefenseMod: 12
AttackMod: 11
Init: 15

Traits:
Frame: Man
WitchMotivation: Desire for Knowledge: The Witch traveled to the Rift in order to gain knowledge. They thought that only at the Rift would they have access to the information and spirits needed to answer their questions. As a Witch, they still seek knowledge, and are prone to strange experiments, vivisection, and making endless and meaningless scrawls on volumes of parchment.
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: One of its eyes is a Ruby
Appearance: Crown of Steel
VictimChoice: Does not target children
VictimWound: Cracks the open the bones of its victims and eats their marrow

Pets:



Pearlson
Power Level: 25

Stats:
Poise: 30
Health: 45
DefenseMod: -2
AttackMod: 0
DamageMod: 6
Init: -5

Traits:
Frame: Man
WitchMotivation: Adventurer: This person originally traveled to the Rift in order seek adventure and noble deeds. As a Witch, they still seek the same, and will try to clear out villages of "orcs" that threaten the Rift Lands.
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Defense: Unyielding: This creatures takes no penalty for health damage. It is deadly until the moment it is dead.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: The creature's heart emits a Gray glow that shines through its skin and slowly pulses.
Appearance: Has three sets of eyes, set one on top of another.
Smell: Flowers
VictimChoice: Taste for Men
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.

Pets:
Karpashian Gobacier
Nariscene Night Horse



Elem
Power Level: 28

Stats:
Poise: 30
Health: 0
DefenseMod: 10
AttackMod: 10
DamageMod: 2
Init: 11

Traits:
Frame: Man
WitchMotivation: Adventurer: This person originally traveled to the Rift in order seek adventure and noble deeds. As a Witch, they still seek the same, and will try to clear out villages of "orcs" that threaten the Rift Lands.
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: It continually cries tears of Crimson blood.
Smell: Burning Bone
VictimChoice: Does not target virgins
VictimWound: Victim's faces are chewed off

Pets:



Kakumei
Power Level: 30

Stats:
Poise: 30
Health: 5
DefenseMod: 6
AttackMod: 10
DamageMod: 10
Init: 7

Traits:
Frame: Man
WitchMotivation
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
VictimChoice: Taste for Women
VictimWound: Only eats its victim's femurs.

Pets:
Acherite Owlorpse



Perlmutter
Power Level: 32

Stats:
Poise: 30
Health: 15
DefenseMod: 2
AttackMod: 6
DamageMod: 10
Init: 3

Traits:
Frame: Man
WitchMotivation: Adventurer: This person originally traveled to the Rift in order seek adventure and noble deeds. As a Witch, they still seek the same, and will try to clear out villages of "orcs" that threaten the Rift Lands.
Aspect: Flesh
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 penalty and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Obsidian weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Continually cries Ice Blue tears
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
Smell: Cabbage
VictimChoice: Taste for Horses
VictimWound: Trepanates its victims, removing and eating the most succulent part of the frontal cortex. Leaves the victims alive but dissassociated and weird and with memory problems.

Pets:
Callow Zhaibarian Marsh Crocodile



Lynton
Power Level: 34

Stats:
Poise: 30
Health: 45
DefenseMod: 4
AttackMod: 4
Init: 5

Traits:
Frame: Man
WitchMotivation: Desire for Power: This person originally traveled to the Rift in order seek out ultimate power. Instead, it found madness. As a Witch it seeks to claim new Spirits, lands, and followers. Sane people will not follow it, so it is trying to create a society of Monsters to do so.
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Petrifying Bite: This attack is applied by Bite. Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Weakness: Avoidance Water: Strongly avoids and will not approach Water
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: One of its eyes is a Amathyst
VictimChoice: Taste for Children
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.

Pets:



Battlezord
Power Level: 35

Stats:
Poise: 30
Health: 10
DefenseMod: 6
AttackMod: 9
DamageMod: 8
Init: 7

Traits:
Frame: Man
WitchMotivation: Spirit Hunter: This person originally traveled to the Rift in order seek out and capture Spirits to sell. Instead, it was the one captured. As a Witch it still seeks out Spirits to add to its collection. Will preferentially hunt and target Adepts in order to try and prize off their Spirit(s).
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Fungal Bloom: The creature sheds spores continually, and fungus around it goes into riotous growth. Each round you take -1 penalty as your body breaks out in steadily thicker layers of fungus. Takes several minutes to scrape yourself clear of fungus, but weeks before your skin looks right.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Its entrails hang out of its belly.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Smell: Rotting meat
VictimChoice: Taste for Women
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.

Pets:
Miserable Southern Ectorse
Miserable Southern Ectorse



Panthera
Power Level: 37

Stats:
Poise: 30
Health: 5
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
Frame: Man
WitchMotivation: Treasure Hunter: This Witch originally traveled to the Rift in order seek out abandoned treasures. Instead, they found an alien spirit that shattered their mind. They now seek amass treasure by raiding and stealing from villages. They do not fully understand value any more, so they will place great store on shiny or garish objects. They will kill anyone who gets in the way of this pursuit, or anyone who threatens their hoard.
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Attack: Vengeful Viscera: When attacked and cut open, the creature's intestines will emerge to strangle and entangle the attackers. Adds an intestine action for every 15 points of damage that the creature takes.
Defense: Poisonous Skin: This creature's skin emits secretions that are highly dangerous. Touching the skin with so much as a single hand inflicts one dose of Flesh Liquefying Poison
Weakness: Vulnerable to Wood weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Glowing Gray eyes
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Kills and then beheads its victims. It keeps their dried and shrunken heads on a cord around its waist.

Pets:
Miserable Southern Ectorse
Hunter Horsegloom



Gidget
Power Level: 38

Stats:
Poise: 30
Health: 50
Armor: 1
DefenseMod: 0
AttackMod: 0
DamageMod: 2
Init: 0

Traits:
Frame: Man
WitchMotivation: Treasure Hunter: This Witch originally traveled to the Rift in order seek out abandoned treasures. Instead, they found an alien spirit that shattered their mind. They now seek amass treasure by raiding and stealing from villages. They do not fully understand value any more, so they will place great store on shiny or garish objects. They will kill anyone who gets in the way of this pursuit, or anyone who threatens their hoard.
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Flensing Lightning: A blast of blue lightning that cooks muscle and strips away flesh. Creatures killed by the blast immediately come back as skinless undead. Usable 3 times per day.
Defense: Ice Armor: Creatures has an inch thick layer of living ice that shields it from blows. Has Armor +1, and an extra 10 points of bonus health.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Deep and horrible scars criss cross the creature's body.
Appearance: Wears a rough and blood stained burlap bag over its head(s).
Smell: Rotting meat
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Likes eating the eyes of its victims

Pets:
Callow Zhaibarian Marsh Crocodile
Eastern Tigchar



Milagro
Power Level: 39

Stats:
Poise: 30
Health: 10
DefenseMod: 10
AttackMod: 10
Init: 11

Traits:
Frame: Man
WitchMotivation: Spirit Hunter: This person originally traveled to the Rift in order seek out and capture Spirits to sell. Instead, it was the one captured. As a Witch it still seeks out Spirits to add to its collection. Will preferentially hunt and target Adepts in order to try and prize off their Spirit(s).
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Petrifying Gaze: This attack is applied by Gaze. Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Eyes never point in same direction
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Prefers to cripple its victims before eating them alive

Pets:



Treeway
Power Level: 40

Stats:
Poise: 30
Health: 45
Armor: 1
DefenseMod: 10
AttackMod: 11
DamageMod: 4
Init: 11

Traits:
Frame: Man
WitchMotivation: Adventurer: This person originally traveled to the Rift in order seek adventure and noble deeds. As a Witch, they still seek the same, and will try to clear out villages of "orcs" that threaten the Rift Lands.
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: It has shark teeth in its mouth.
Smell: Yeast
VictimChoice: Taste for Babies
VictimWound: Preferentially eats the hands and feet of its victims

Pets:
Acherite Owlorpse
Karpashian Gobacier



Vampiro
Power Level: 42

Stats:
Poise: 30
Health: 45
DefenseMod: 2
AttackMod: 4
DamageMod: 6
Init: 3

Traits:
Frame: Man
WitchMotivation: Revenge on Church: The Witch feels that they have been wronged by the Church. Specifically, the Church killed their Mother. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: The creature has horizontal pupils, like a goat does.
Appearance: Has baby-sized hands growing out over its entire body.
Smell: No smell at all
VictimChoice: Taste for depressed people
VictimWound: Likes eating the eyes of its victims

Pets:



Keifer
Power Level: 45

Stats:
Poise: 30
Health: 5
DefenseMod: 4
AttackMod: 6
DamageMod: 6
Init: 5

Traits:
Frame: Man
WitchMotivation: Revenge on Human Race: The Witch feels that they have been wronged by the Human Race. Specifically, the Human Race killed their Home. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Attack: Bone Breaking Breath: This attack is applied by Breath. Its Breath can shatter a bones. This effect sends a vibration through the body, shattering bones. Attacks agility, then a con save for half?
Weakness: Animal Intelligence: IQ 40
Appearance: Wears an iron belt, festooned with the severed hands of its victims.
VictimChoice: Taste for Pigs
VictimWound: Preferentially eats the feet of its victims

Pets:
Miserable Southern Ectorse



Muffit
Power Level: 45

Stats:
Poise: 30
Health: 10
DefenseMod: 12
AttackMod: 12
Init: 15

Traits:
Frame: Man
WitchMotivation: Adventurer: This person originally traveled to the Rift in order seek adventure and noble deeds. As a Witch, they still seek the same, and will try to clear out villages of "orcs" that threaten the Rift Lands.
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Punishment Bag: The creature carries a gore-soaked burlap bag full of squirming, writhing horrors. The bag exudes and aura of fear and terror. Humans within Medium range must make an easy Fear save or lose their turn to quaking fear. Humans within Short range must make a Medium Fear Save for same. If punctured/opened, the bag proves empty but for some noisesome smoke.
Attack: Blood Rage: Becomes enraged and furious as it draws and tastes blood. Gains a +2 bonus each time it causes a wound. The bonus fades very quickly out of combat.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Appearance: Has large iron pins embedded in its face and head at regular intervals. There are dozens of these pens, but they do not seem to impede the creatures actions.
VictimChoice: Taste for depressed people
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.

Pets:



Ebersol
Power Level: 46

Stats:
Poise: 30
Health: 50
DefenseMod: 9
AttackMod: 5
Init: 7

Traits:
Frame: Man
WitchMotivation: Adventurer: This person originally traveled to the Rift in order seek adventure and noble deeds. As a Witch, they still seek the same, and will try to clear out villages of "orcs" that threaten the Rift Lands.
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Entropic Bite: This attack is applied by Bite. Its Bite causes organic matter to wilt and wither away. Each turn in contact with its Bite causes 1 wound. Clothes will decay to a few threads within 2 rounds, leather armor and shoes within 4. Metal is unaffected, and hiding behind a large metal shield can offer full protection. Any kids you have after exposure might end up with web feet.
Defense: Swarmin Vermin: Creature is surrounded/clothed by a swarm of Red Butterflies. The swarm can act as a defense, or can be split and then sent to attack. Can be sent to attack anywhere in the region, though will not then be available for defense. Any losses to the swarm are repaired in 24 hours.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Has three sets of eyes, set one on top of another.
Appearance: Has long, thin spikes of iron piercing all the way through its body. The spikes stick out a few inches from the skin on either side, but do not seem to impede its movement.
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Takes the skulls of victims and piles them in little pyramids.

Pets:



Gagas
Power Level: 46

Stats:
Poise: 30
Health: 15
DefenseMod: 8
AttackMod: 6
Init: 9

Traits:
Frame: Man
WitchMotivation: Revenge on People: The Witch feels that people have wronged it. While it has changed greatly from its former existence, it does still remember a feeling of being injured, not appreciated, and taken advantage of by people in general. For that reason it will try to destroy people and cities.
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Defense: Wooden Body: While appearing to be normal, the Witches' Skin and Organs are as hard as an old oak tree. They are extremely difficult to harm.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: The creature's skin is covered in glowing Red runes.
Appearance: Wears dried bits of human hide over its body
VictimChoice: Taste for Women
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.

Pets:
Eastern Tigchar



Shorthair
Power Level: 46

Stats:
Poise: 30
Health: 60
DefenseMod: 10
AttackMod: 14
DamageMod: 10
Init: 11

Traits:
Frame: Man
WitchMotivation: Revenge on WitchHammers: The Witch feels that they have been wronged by the WitchHammers. Specifically, the WitchHammers killed their Lover. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Weakness: Fetish: Carries a Stick doll that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Crown of shadow
VictimChoice: Taste for Pigs
VictimWound: Burns downs buildings, to help conceal its crimes. Also because it likes fire. Can make use of the panic and confusion of fire, too.

Pets:



Sowers
Power Level: 47

Stats:
Poise: 30
Health: 40
DefenseMod: 2
AttackMod: 7
DamageMod: 12
Init: 3

Traits:
Frame: Man
WitchMotivation: Misguided Heretic: The Witch belonged to one of the various heresies that claim that the Rift has special powers, a connection to a God, things the Empire does not want you to see, etc. They sneaked into the Rift Lands on this basis and were transformed by a Spirit. While they now have objective evidence that their beliefs were false, they still operate on them, and desire to spread revelation of the glory of the Rift. Will kill people, but will also try to capture and transform them.
Aspect: Flesh
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Defense: Final Form: When killed, becomes an Ooze Aspected creature of the same size. Goes back up to full Health and Poise.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Has three sets of eyes, set one on top of another.
Appearance: Coral Horn: The creature has a single >Coral horn rising from its head.
VictimChoice: Taste for Cattle
VictimWound: Preferentially eats the feet of its victims

Pets:
Hyberborean Scorposs
Eastern Tigchar



Shego
Power Level: 48

Stats:
Poise: 30
Health: 45
DefenseMod: 6
AttackMod: 5
Init: 7

Traits:
Frame: Man
WitchMotivation: Spirit Hunter: This person originally traveled to the Rift in order seek out and capture Spirits to sell. Instead, it was the one captured. As a Witch it still seeks out Spirits to add to its collection. Will preferentially hunt and target Adepts in order to try and prize off their Spirit(s).
Aspect: Gray Ooze: Made out of a Gray jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Heart Bleed Fist: This attack is applied by Fist. This creature's Fist causes the target's heart to lacerate and bleed, usually resulting in rapid death. Difficult to land the attack, the target usually must be restrained or badly injured for it to hit. (-10 attack). Does 3 bleed wounds per round for 10 rounds.
Defense: Growing Problem: Each time this creature is hit, it grows larger. Ignores damage penalties while this is in effect. For each 10 points of damage it takes, grows by 1 size level, gains +2 attack & +20 Health. Stops after 3 steps, when the creature is huge, has +6 attack, and 30 more HP than intially.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Limned with a glow of black power
VictimChoice: Loves wine and alcohol
VictimWound: Eats the fat off the victim, leaves most of the rest.

Pets:



Helmsly
Power Level: 54

Stats:
Poise: 30
Health: 40
Armor: 1
DefenseMod: -2
AttackMod: 4
DamageMod: 15
Init: -5

Traits:
Frame: Man
WitchMotivation: Treasure Hunter: This Witch originally traveled to the Rift in order seek out abandoned treasures. Instead, they found an alien spirit that shattered their mind. They now seek amass treasure by raiding and stealing from villages. They do not fully understand value any more, so they will place great store on shiny or garish objects. They will kill anyone who gets in the way of this pursuit, or anyone who threatens their hoard.
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Cow Urine: Cannot stand Cow Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
VictimChoice: Does not target the elderly
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.

Pets:
Hyberborean Scorposs
Karpashian Gobacier



Cassar
Power Level: 54

Stats:
Poise: 30
Health: 10
Armor: 1
DefenseMod: 8
AttackMod: 12
DamageMod: 10
Init: 9

Traits:
Frame: Man
WitchMotivation: Desire for Knowledge: The Witch traveled to the Rift in order to gain knowledge. They thought that only at the Rift would they have access to the information and spirits needed to answer their questions. As a Witch, they still seek knowledge, and are prone to strange experiments, vivisection, and making endless and meaningless scrawls on volumes of parchment.
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Shadow Spirit: The creature's shadow can dis-engage from it, and then move and attack on its own. The shadow has the same stats as the original, but has .2X of its Health and a -5 penalty. Both the Creature and its Shadow can exist independently of each other, and if one is killed the other can re-generate its partner with 24 hours.
Defense: Ice Armor: Creatures has an inch thick layer of living ice that shields it from blows. Has Armor +1, and an extra 10 points of bonus health.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: The creature's heart emits a Black glow that shines through its skin and slowly pulses.
Appearance: Continually cries Red tears
Smell: Yeast
VictimChoice: Taste for Cattle
VictimWound: Takes the skulls of victims and piles them in little pyramids.

Pets:
Acherite Owlorpse
Nariscene Night Horse



Arella
Power Level: 57

Stats:
Poise: 30
Health: 45
DefenseMod: 12
AttackMod: 9
DamageMod: 2
Init: 15

Traits:
Frame: Man
WitchMotivation: Revenge on People: The Witch feels that people have wronged it. While it has changed greatly from its former existence, it does still remember a feeling of being injured, not appreciated, and taken advantage of by people in general. For that reason it will try to destroy people and cities.
Aspect: Flesh
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Three Headed: Has an two extra action slots for bite/breath actions. +10 Health, but the heads do interfere with each other on the attack.
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 penalty and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: Crown of Wood
VictimChoice: Loves wine and alcohol
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.

Pets:
Acherite Owlorpse



Herington
Power Level: 57

Stats:
Poise: 30
Health: 45
DefenseMod: -2
AttackMod: 3
DamageMod: 12
Init: -5

Traits:
Frame: Man
WitchMotivation: Misguided Heretic: The Witch belonged to one of the various heresies that claim that the Rift has special powers, a connection to a God, things the Empire does not want you to see, etc. They sneaked into the Rift Lands on this basis and were transformed by a Spirit. While they now have objective evidence that their beliefs were false, they still operate on them, and desire to spread revelation of the glory of the Rift. Will kill people, but will also try to capture and transform them.
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Attack: Mind Wipe: A hard poison that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Attack: Heart Freeze Bite: This attack is applied by Bite. This creature's Bite freezes the target's heart into a solid mass of ice. Difficult to land the attack, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Appearance: Double row of teeth: Has a shark-like second row of teeth that it reveals on attack. +1 health dmg.
Appearance: Continually gibbers
Smell: Sulfur
VictimChoice: Taste for Men
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.

Pets:



Scannel
Power Level: 57

Stats:
Poise: 30
Health: 60
DefenseMod: 8
AttackMod: 9
DamageMod: 4
Init: 9

Traits:
Frame: Man
WitchMotivation: Revenge on WitchHammers: The Witch feels that they have been wronged by the WitchHammers. Specifically, the WitchHammers killed their Best Friend. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Light Bringer: The creature's body can shine with a blinding Red light. Looking at it is a bit like staring into a spotlight at close range. Inflicts a -8 penalty to all creatures at short range, and a -4 penalty to all creatures at Medium Range. These penalties can be reduced/removed with appropriate eye wear or other abilities.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 penalty and a -2 to max Poise. Takes effect at end of round.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: It continually cries tears of Crimson blood.
Appearance: Has two sets of eyes, set one on top of another.
Smell: Cat urine
VictimChoice: Taste for Women
VictimWound: Takes the skulls of victims and piles them in little pyramids.

Pets:



Krisp
Power Level: 58

Stats:
Poise: 30
Health: 70
Armor: 1
DefenseMod: 4
AttackMod: 4
Init: 5

Traits:
Frame: Man
WitchMotivation: Revenge on Church: The Witch feels that they have been wronged by the Church. Specifically, the Church killed their Lover. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Defense: Gravid: When killed, 2-4 small version of the creature emerge from its corpse at end of round.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Crawling with fleas and other insects
Appearance: Has a thick and distended abdomen.
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Kills and then beheads its victims. It keeps their dried and shrunken heads on a cord around its waist.

Pets:
Akkadian Toad
Hyberborean Scorposs



Buchner
Power Level: 59

Stats:
Poise: 30
Health: 45
DefenseMod: 2
AttackMod: 4
DamageMod: 6
Init: 3

Traits:
Frame: Man
WitchMotivation: Misguided Heretic: The Witch belonged to one of the various heresies that claim that the Rift has special powers, a connection to a God, things the Empire does not want you to see, etc. They sneaked into the Rift Lands on this basis and were transformed by a Spirit. While they now have objective evidence that their beliefs were false, they still operate on them, and desire to spread revelation of the glory of the Rift. Will kill people, but will also try to capture and transform them.
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Deafening Roar: This creature can unleash a deafening roar that effects all in short range, and at a penalty all in medium range. Only does poise damage.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Vulnerable to Silver weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
Appearance: The creature has horizontal pupils, like a goat does.
Smell: Burning Sugar
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Consumes victims entirely, except for their hair.

Pets:
Corrupting Crocogaunt
Hyberborean Scorposs



Cassanova
Power Level: 59

Stats:
Poise: 30
Health: 90
Armor: 1
DefenseMod: 4
AttackMod: 8
DamageMod: 10
Init: 5

Traits:
Frame: Man
WitchMotivation: Desire for Power: This person originally traveled to the Rift in order seek out ultimate power. Instead, it found madness. As a Witch it seeks to claim new Spirits, lands, and followers. Sane people will not follow it, so it is trying to create a society of Monsters to do so.
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Has two sets of eyes, set one on top of another.
VictimChoice: Taste for sickly people
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.

Pets:
Karpashian Gobacier
Karpashian Gobacier



Sansone
Power Level: 60

Stats:
Poise: 30
Health: 25
DefenseMod: 4
AttackMod: 9
DamageMod: 12
Init: 5

Traits:
Frame: Man
WitchMotivation: Misguided Heretic: The Witch belonged to one of the various heresies that claim that the Rift has special powers, a connection to a God, things the Empire does not want you to see, etc. They sneaked into the Rift Lands on this basis and were transformed by a Spirit. While they now have objective evidence that their beliefs were false, they still operate on them, and desire to spread revelation of the glory of the Rift. Will kill people, but will also try to capture and transform them.
Aspect: Flesh
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Attack: Dream Lilt: Continually sings a soft, haunting melody that lulls people into a deep sleep. If in short range, must make an easy will save at end of each round or fall asleep.
Defense: Pierce Resistant: Half damage from piercing weapons
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Skin is burnt and charred and blackened
Smell: Ozone
VictimChoice: Taste for Cattle
VictimWound: Cracks the open the bones of its victims and eats their marrow

Pets:
Damnable Abysian Swan
Nariscene Night Horse



Anez
Power Level: 61

Stats:
Poise: 30
Health: 25
Armor: 1
DefenseMod: 6
AttackMod: 11
DamageMod: 12
Init: 7

Traits:
Frame: Man
WitchMotivation: Treasure Hunter: This Witch originally traveled to the Rift in order seek out abandoned treasures. Instead, they found an alien spirit that shattered their mind. They now seek amass treasure by raiding and stealing from villages. They do not fully understand value any more, so they will place great store on shiny or garish objects. They will kill anyone who gets in the way of this pursuit, or anyone who threatens their hoard.
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Dream Lilt: Continually sings a soft, haunting melody that lulls people into a deep sleep. If in short range, must make an easy will save at end of each round or fall asleep.
Weakness: Vulnerable to Acid: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Wears dried bits of human hide over its body
Smell: Burning Pine Wood
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Only eats its victim's shin bones.

Pets:



Recoleta
Power Level: 69

Stats:
Poise: 30
Health: 5
DefenseMod: 10
AttackMod: 10
DamageMod: 5
Init: 11

Traits:
Frame: Man
WitchMotivation: Desire for Knowledge: The Witch traveled to the Rift in order to gain knowledge. They thought that only at the Rift would they have access to the information and spirits needed to answer their questions. As a Witch, they still seek knowledge, and are prone to strange experiments, vivisection, and making endless and meaningless scrawls on volumes of parchment.
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Attack: Bite of Death: This attack is applied by Bite. This creature's Bite glows with necromantic energy. Its attacks get a massive bonus to health damage on hit.
Attack: Storm Lord: Can summon down a bolt of lightning, even out of a clear blue sky. Usable 2 times per day. The lightning is inaccurate, and as with natural lightning will be drawn to any trees, water, metal, etc. that is nearby. Can be targeted up to Medium range away from the creature. Does health and poise damage to all targets within medium range, save for half. Does double that at close range, and quadruple that if it hits a target directly.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Its eyes are made of Pearls
Smell: Burning Bone
VictimChoice: Prefers to attack sleeping targets
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.

Pets:



Aurian
Power Level: 72

Stats:
Poise: 30
Health: 55
DefenseMod: 10
AttackMod: 11
DamageMod: 4
Init: 11

Traits:
Frame: Man
WitchMotivation
Aspect: Ice Blue Ooze: Made out of a Ice Blue jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Jellyfish Hair: Head is covered with waving, angel hair strands that deliver Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable to Iron weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: The creature's pores exude a black and tarry substance. Especially noticeable when the creature exerts itself.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Twists and crushes victims together to make horrific flesh-castles.

Pets:
Miserable Southern Ectorse



Bochco
Power Level: 75

Stats:
Poise: 30
Health: 60
DefenseMod: 6
AttackMod: 8
DamageMod: 11
Init: 7

Traits:
Frame: Man
WitchMotivation: Revenge on Human Race: The Witch feels that they have been wronged by the Human Race. Specifically, the Human Race killed their Family. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Fist of Death: This attack is applied by Fist. This creature's Fist glows with necromantic energy. Its attacks get a massive bonus to health damage on hit.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Has an emaciated belly.
Smell: Wet Dog
VictimChoice: Taste for depressed people
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.

Pets:



Spiller
Power Level: 78

Stats:
Poise: 30
Health: 85
DefenseMod: 8
AttackMod: 14
DamageMod: 15
Init: 9

Traits:
Frame: Man
WitchMotivation: Desire for Knowledge: The Witch traveled to the Rift in order to gain knowledge. They thought that only at the Rift would they have access to the information and spirits needed to answer their questions. As a Witch, they still seek knowledge, and are prone to strange experiments, vivisection, and making endless and meaningless scrawls on volumes of parchment.
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Fungal Bloom: The creature sheds spores continually, and fungus around it goes into riotous growth. Each round you take -1 penalty as your body breaks out in steadily thicker layers of fungus. Takes several minutes to scrape yourself clear of fungus, but weeks before your skin looks right.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Wears a rough and gore stained burlap bag over most of its body.
Smell: Cinnamon
VictimChoice: Taste for Women
VictimWound: Preferentially eats the hands of its victims

Pets:
Eastern Tigchar