Witches what are they good for huh.


Lepard
Witch Power Level: 9
Total Power Level: 12

Stats:
Poise: 30
Health: 15
DefenseMod: 5
AttackMod: -5
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: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons.
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 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: Blood Belly: The creature stores the blood of its victims in a reservoir about its stomach. Until that reservoir has been emptied, will not take Malus from damage. Depending on how successful the creature's hunting has been, can contains up to 10 gallons (30 Health) worth of blood. Will rapidly lose these excess HP if the blood-belly is punctured.
Attack: Spine Blade: This strange blade is formed out of a sharpened spinal column is surprisingly durable. It can cut cleanly through steel or human beings and will not break until its owner does.
Defense: Swarmin Vermin: Creature is surrounded/clothed by a swarm of Worms. 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: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
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: Grinds up the teeth of its victims and then eats the dust.

Pets:
Eastern Barrow Maggot



Ater
Witch Power Level: 22
Total Power Level: 22

Stats:
Poise: 62
Health: 5
DefenseMod: 6
AttackMod: 3
Init: 7

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: 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.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Attack: Ice Blade: The creature wields a sword of transparent ice and endless cold. The blade will freeze flesh and steel.
Defense: Nondescript: Fogs the minds of observers so that they do not notice the creature. Have to make a hard Will save to notice the creature, so long as it is not doing anything obtrusive. Can make additional easy Will saves if someone else is pointing the creature out to you.
Weakness: Dipsomaniac: Cannot resist Port, and will rarely pass up any opportunity to partake. To break free before finishing all the drink, must make a hard Will save. Can make one such save per round. While it prefers Port, it also has a fierce appetite for any kind of alcohol.
Appearance: One of its eyes is a Emerald
VictimChoice: Drawn to Adepts: Drawn to Adepts
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:



Thornwell
Witch Power Level: 11
Total Power Level: 24

Stats:
Poise: 40
Health: 5
DefenseMod: 4
AttackMod: -3
Init: 0

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: 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: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Attack: Fury X: Can attack multiple enemies within range all at once.
Defense: Shadow Armor: Wears armor made out of solid shadows. Touching the armor drains heat from you, like a strong wind in Alaska.
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.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Smell: Ozone
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:
Bleeding Goat



Kouris
Witch Power Level: 33
Total Power Level: 33

Stats:
Poise: 40
Health: 25
DefenseMod: 0
AttackMod: -3
Init: 0

Traits:
Frame: Man
WitchMotivation: Revenge on Empire: The Witch feels that they have been wronged by the Empire. Specifically, the Empire killed their Wife. 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: 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: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Attack: Force Strike: Can carry out its attacks at a short/moderate distance. No physical contact needed to wound/choke/stab/etc.
Attack: Piercing Blade: The creature wields a blade that is unnaturally sharp. The weapon can pierce through skin, bone, metal, and butter with equal ease.
Defense: Weapon Immunity 1: Half damage from normal weapons
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Appearance: Casts no shadow
Smell: Sulfur
VictimChoice: Taste for depressed people
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area

Pets:



Iapetus
Witch Power Level: 33
Total Power Level: 33

Stats:
Poise: 55
Health: 25
DefenseMod: 8
AttackMod: 4
Init: 5

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: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 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.
Ability: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
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 Malus and a -2 to max Poise. Takes effect at end of round.
Defense: Ice Armor: Creatures has an inch thick layer of living ice that shields it from blows.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Wears dried bits of human hide over its body
Smell: Mold
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Grinds up the teeth of its victims and then eats the dust.

Pets:



Hoshikawa
Witch Power Level: 35
Total Power Level: 35

Stats:
Poise: 55
Health: 10
DefenseMod: 4
AttackMod: 1
Init: 5

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: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many 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: 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.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Emetic 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.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Appearance: Wears a rough and blood stained burlap bag over its head(s).
Appearance: Its pupils are formed of spiraling symbols
Smell: Burning Bone
VictimChoice: Loves wine and alcohol
VictimWound: Twists and crushes victims together to make horrific flesh-castles.

Pets:



Nushi
Witch Power Level: 35
Total Power Level: 35

Stats:
Poise: 70
Health: 10
DefenseMod: 8
AttackMod: 10
Init: 9

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: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
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: Wall Crawling: Can climb vertical surfaces. Can move on vertical surfaces and ceilings without any penalties.
Attack: Acrobatic Leap: Able to make amazingly long and high jumps, as well impressive back flips and other acrobatics.
Defense: Mind Cloud: Being near this creature interferes with the creation of short term memory. After ~1 minute, creatures within long range of it have to make a hard Will save or forget the events of previous minute.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Eyes never point in same direction
Appearance: Wears a featureless Silver mask over its face.
VictimChoice: Taste for sickly people
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.

Pets:



Reducto
Witch Power Level: 37
Total Power Level: 37

Stats:
Poise: 55
Health: 25
DefenseMod: 4
AttackMod: 6
Init: 5

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: 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: 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: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature. (optional, up to GM) As a meta-game effect, players who's PCs who are inside the aura can't talk with other players. They can gesticulate wildly, write notes, but not communicate about battle.
Attack: Acrobatic Leap: Able to make amazingly long and high jumps, as well impressive back flips and other acrobatics.
Defense: From Hell's Heart: When killed, becomes a Ghost Aspected creature of the same size. Goes back up to full Health and Poise.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
VictimChoice: Taste for Men
VictimWound: Usually kills by slitting or tearing open the victim's throat.

Pets:



Lemarchal
Witch Power Level: 38
Total Power Level: 38

Stats:
Poise: 70
Health: 15
DefenseMod: 10
Bonus RangedDefenseenseMod: 5
AttackMod: 7
Init: 9

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: 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.
Ability: Extra Arm Joints: The creature's arms have an extra set of joints, allowing them to reach and bend much further than normal.
Attack: Control Cockatiel: Able to control Cockatiel and direct them to swarm, buffet, and attack.
Attack: Burning Hands: The creature' hands burst into sudden and immense heat. These hands can sear flesh, burn through wood, and even melt through stone and iron if given a few seconds. The hands are ringed in flames and glow a bright red.
Defense: Displacement: Is in a subtly different position than it appears to be. Difficult to hit, especially with ranged weapons.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Appearance: Eyes are surrounded by a lambent Red flame
Appearance: Wears an iron belt, festooned with the severed hands of its victims.
Smell: Mold
VictimChoice: Taste for Horses
VictimWound: Cripples victims and lays worm sized young inside of them.

Pets:



Ephraim
Witch Power Level: 41
Total Power Level: 41

Stats:
Poise: 40
Health: 25
DefenseMod: 0
AttackMod: 3
Init: 0

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: 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: 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.
Ability: Mirror Travel: The creature can travel through mirrors. It can step easily into any mirror, and then exit through any mirror within 12 miles. Exiting a mirror is slower and takes a full 3 rounds. Does not work if there are no other mirrors within range.
Attack: Bone Breaking Fist: This attack is applied by Fist.
Defense: Nondescript: Fogs the minds of observers so that they do not notice the creature. Have to make a hard Will save to notice the creature, so long as it is not doing anything obtrusive. Can make additional easy Will saves if someone else is pointing the creature out to you.
Weakness: Song Appreciator: The creature can be hypnotized by the sound of beautiful singing. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by song. The human voice is best for this, but even birds can have some effect.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
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: Peaches
VictimChoice: Taste for Cattle
VictimWound: Preferentially eats the feet of its victims

Pets:



Corsa
Witch Power Level: 41
Total Power Level: 41

Stats:
Poise: 62
Health: 5
DefenseMod: 6
AttackMod: 6
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: 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: 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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Oatmeal Air: The creature can "thicken" the air around it, making movement slow and laborious as in nightmare. Movement reduced by half for all enemies within Long range. Also imposes a -2 Malus to combat for creatures at Short range.
Attack: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
Attack: Soul Drinking Blade: This cursed and fearsome blade drains the souls from those it wounds. Even a scratch from this weapon can be fatal.
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: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: Wears a featureless white mask over its face.
VictimChoice: Taste for Women
VictimWound: Kills and then beheads its victims. It keeps their dried heads on a cord around its waist.

Pets:



Fulford
Witch Power Level: 41
Total Power Level: 41

Stats:
Poise: 90
Health: 25
DefenseMod: 16
AttackMod: 7
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: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons.
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: 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: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Tremor Sense: Can sense vibrations passing through the ground and uses that to locate hidden prey.
Attack: Shredding Bite: This attack is applied by Bite.
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: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
VictimChoice: Loves wine and alcohol
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.

Pets:



Mant
Witch Power Level: 41
Total Power Level: 41

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

Traits:
Frame: Man
WitchMotivation: Revenge on Empire: The Witch feels that they have been wronged by the Empire. Specifically, the Empire killed their Husband. 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: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons.
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Exploding Silver Butterflies disease: This attack is applied by Fist.
Attack: Fungal Bloom: The creature sheds spores continually, and fungus around it goes into riotous growth. Each round you take -1 Malus 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.
Attack: Piercing Blade: The creature wields a blade that is unnaturally sharp. The weapon can pierce through skin, bone, metal, and butter with equal ease.
Defense: Regeneration 2: Regenerates 4 health and 8 poise per turn.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Has an emaciated belly.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.

Pets:



Leachman
Witch Power Level: 10
Total Power Level: 44

Stats:
Poise: 30
Health: 10
DefenseMod: 2
AttackMod: -2
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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Attack: Battle Rage: Goes into an increasing rage as it inflicts wounds on enemies. Each time it does 2 or more wounds, gains +1 Attack, +1 Init, and -1 Will Defense and -1 Agility Defense.
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 Malus and a -2 to max Poise. Takes effect at end of round.
Defense: Ice Armor: Creatures has an inch thick layer of living ice that shields it from blows.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: Has a thick and distended abdomen.
VictimChoice: Does not target men
VictimWound: Loves to eat its victim's intestines.

Pets:
Estovokian Hundlant



Broots
Witch Power Level: 45
Total Power Level: 45

Stats:
Poise: 55
Health: 25
DefenseMod: 6
Bonus RangedDefenseenseMod: 5
AttackMod: 4
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: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 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.
Ability: Caustic Mist Aura: Caustic mist seeps out of the creature. The mist can first causes depilation, then skin burns, until finally the skin just sloughs and melts off.
Attack: Bug Spray: Fires a cone of Centipedes out of its mouth at high pressure, hitting targets at up to Medium distance. The Centipedes then proceed to act as a mook. Usable twice per day.
Attack: Poison Bolt: Spits a bolt of Flesh Liquefying Poison. Long range, single target.
Defense: Butterfly Cloud: Is surrounded by dense swarms of constantly moving Amber butterflies. Much of the creature is blocked out by the distracting swarms, masking its movements and attacks until the last moment. The butterflies do not seem to impair the creature's senses, and the butterflies can be stilled when the creature is trying to hide. +2 defense, +5 defense vs ranged attacks.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Appearance: One of its eyes is a Pearl
Appearance: Wears a featureless Silver mask over its face.
Smell: Flowers
VictimChoice: Loves wine and alcohol
VictimWound: Cripples victims and lays worm sized young inside of them.

Pets:



Treacy
Witch Power Level: 51
Total Power Level: 51

Stats:
Poise: 30
Health: 30
DefenseMod: -2
AttackMod: 2
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: 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: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
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.
Ability: Squeezable: Can squeeze itself into incredibly tight areas. Anything large then 2 inch by 2 inch is open to the creature, though it does move more slowly when squeezing
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 Malus. 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.
Attack: Mind Wipe: A hard mind save 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.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.

Pets:



Daman
Witch Power Level: 57
Total Power Level: 57

Stats:
Poise: 48
Health: 15
DefenseMod: 5
AttackMod: 7
Init: 3

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 farm. 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: 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.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Attack: Corrosive Aura: Deals 1 health damage at end of round to all creatures in medium range.
Attack: Fear Itself: Can create fearful illusions in the targets mind. The victim sees predators, crazed attackers, zombies, ghosts, insects in their skin, and other fears made real before them, disrupting their concentration or chasing them from the battlefield.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: Has only a single eye.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.

Pets:



Obrien
Witch Power Level: 57
Total Power Level: 57

Stats:
Poise: 75
Health: 25
DefenseMod: 11
AttackMod: 13
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: 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: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +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: 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: Long Legs: The creature's legs are absurdly elongated. The creature moves quickly and is surprisingly agile.
Attack: Second Head: Has an extra action slot for bite/breath actions. +5 Health
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
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 Malus and cannot use abilities.
Appearance: It continually cries tears of Black blood.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
VictimChoice: Taste for Men
VictimWound: Preferentially eats the hands and feet of its victims

Pets:



Narcisse
Witch Power Level: 57
Total Power Level: 57

Stats:
Poise: 70
Health: 50
DefenseMod: 9
AttackMod: 11
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: 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: 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: 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: Long Legs: The creature's legs are absurdly elongated. The creature moves quickly and is surprisingly agile.
Attack: Cold Snap: Can send out a pulse of cold that flash freezes all objects within Medium Range. The closer you are, the more cold you get. Water will ice over, hair and eye brows will be laden with ice crystals, glass and parchment will be covered with a layer of frost, and mechanical items might lock or break. Medium Con Save at close range or take damage and Malus until your clothes and limbs are de-iced. Usable twice per day.
Attack: Web Spray 2: Can spray a sticky web. Medium range, Medium Agility Save or immobilized and dis-advantaged.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Weakness: Vulnerable to Alcohol: Cannot stand Alcohol. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: The creature has wide and staring fish eyes that never blink.
Smell: Cinnamon
VictimChoice: Taste for Cow
VictimWound: Hangs victims from tree branches to make feeding easier.

Pets:



Prady
Witch Power Level: 59
Total Power Level: 59

Stats:
Poise: 62
Health: 50
DefenseMod: 6
AttackMod: 6
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: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. 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: 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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Bright Eyes: The creature's eyes can shine with a blinding Black light. Looking at its face a bit like staring into a spotlight at close range. Inflicts a -6 Malus to all creatures in its facing at short range, and a -3 Malus to all creatures in its facing at Medium Range. These penalties can be reduced/removed with appropriate eye wear, avoiding/blocking its gaze, or other abilities.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Attack: Entomb: This creature touches the target and entombs them in the ground. Hard Will Save. On failure, they are moved partially into the ground. The degree of failure indicates how far, with failing by 15+ being buried up to the crown of their head, while failing by 5 means being buried up to the kneecaps.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Weakness: Animal Intelligence: IQ 40
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
Appearance: Limned with a glow of black power
VictimChoice: Taste for Babies
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.

Pets:



Dorchester
Witch Power Level: 23
Total Power Level: 61

Stats:
Poise: 30
Health: 15
DefenseMod: -2
AttackMod: -7
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: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. 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: 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.
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: 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.
Defense: Skeleton War Conscript: When the creature dies, its skeleton then rips free of its body and continues to fight.
Weakness: Sun Death: Takes damage while in sunlight.
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: Its tongue is long and deeply forked.
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
Smell: Rotting meat
VictimChoice: Taste for Babies
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.

Pets:
Acherite Scorpsoul



Rykov
Witch Power Level: 25
Total Power Level: 67

Stats:
Poise: 35
Health: 45
DefenseMod: -1
AttackMod: 1
Init: -2

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: 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: 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: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Extra Arm Joints: The creature's arms have an extra set of joints, allowing them to reach and bend much further than normal.
Attack: Bane Blade: The creature wields a sword infused with the fire of the dead. The Blade grows with a sickening greenish light, and the wounds it inflicts will fester and rot. The touch of the blade will eat away at and corrupt any living matter that comes too close to it.
Defense: Detachable limbs: Even when separated, limbs will continue to fight. Claws will scrabble along like spiders, will scamper into brush, etc. Can rejoin with main body if given a few minutes of peace.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: The creature has horizontal pupils, like a goat does.
VictimChoice: Taste for Cow
VictimWound: Usually kills by slitting or tearing open the victim's throat.

Pets:
Callow Thessal Kugel Blekksprut



Sorian
Witch Power Level: 77
Total Power Level: 77

Stats:
Poise: 75
Health: 35
DefenseMod: 10
AttackMod: 15
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: 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: 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: 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.
Ability: Light Bringer: The creature's body can shine with a blinding Amber light. Looking at it is a bit like staring into a spotlight at close range. Inflicts a -8 Malus to all creatures at short range, and a -4 Malus to all creatures at Medium Range. These penalties can be reduced/removed with appropriate eye wear or other abilities.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 Malus and 1 health damage.
Appearance: The creature has horizontal pupils, like a goat does.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Preferentially eats the hands and feet of its victims

Pets:



Appearence
Witch Power Level: 78
Total Power Level: 78

Stats:
Poise: 90
Health: 40
DefenseMod: 12
AttackMod: 17
Init: 15

Traits:
Frame: Man
WitchMotivation: Revenge on Empire: The Witch feels that they have been wronged by the Empire. Specifically, the Empire killed their Husband. 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: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 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: 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: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
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.
Defense: Mind Cloud: Being near this creature interferes with the creation of short term memory. After ~1 minute, creatures within long range of it have to make a hard Will save or forget the events of previous minute.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 Malus and 1 health damage.
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
Appearance: Wears a featureless white mask over its face.
Smell: Peaches
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Eats the fat off the victim, leaves most of the rest.

Pets:



Ygraine
Witch Power Level: 60
Total Power Level: 80

Stats:
Poise: 62
Health: 50
DefenseMod: 13
AttackMod: 8
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.
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: 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: Caustic Mist Aura: Caustic mist seeps out of the creature. The mist can first causes depilation, then skin burns, until finally the skin just sloughs and melts off.
Attack: Poisoned Quills: Body is covered in poisoned quills, which give +3 defense. Can launch quill at a single target in Medium range, inflicting Exploding Poison.
Attack: Jellyfish Hair: Head is covered with waving, angel hair strands that deliver Embalming 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.
Defense: Fast-clotting: This creature's wounds clot extremely quickly. It never takes more than 1 point of bleed damage from a wound.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
VictimChoice: Taste for Women
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.

Pets:
Uqbarian Penguin



Norberg
Witch Power Level: 41
Total Power Level: 82

Stats:
Poise: 48
Health: 5
DefenseMod: 7
AttackMod: 2
Init: 8

Traits:
Frame: Man
WitchMotivation: Revenge on Empire: The Witch feels that they have been wronged by the Empire. Specifically, the Empire 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: Flesh
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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Attack: Acrobatic Leap: Able to make amazingly long and high jumps, as well impressive back flips and other acrobatics.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Appearance: Glowing Red eyes
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
VictimChoice: Taste for Horses
VictimWound: Hangs victims from tree branches to make feeding easier.

Pets:
Hunter Crab



Camilleri
Witch Power Level: 5
Total Power Level: 83

Stats:
Poise: 40
Health: 5
DefenseMod: 3
AttackMod: -5
Init: 0

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: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Sudden burst of Speed: Once per combat gains +10 init. Once per day can move 3x normal movement speed
Attack: Sickly Aura: All Con/Poison/Disease saves are 1 step harder for all creatures in medium range.
Attack: Entropic Touch: This attack is applied by Touch.
Defense: Leathery skin: Has thick and leathery skin which provides some protection against attacks.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
VictimChoice: Taste for Llama
VictimWound: Likes to let prey rot for a few days before consuming

Pets:
Zhaibarian Withergoat
Nauseating Scorpion



Daryn
Witch Power Level: 49
Total Power Level: 83

Stats:
Poise: 62
Health: 15
DefenseMod: 6
AttackMod: 3
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: Umber Ooze: Made out of a Umber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Can escape through any hole that is at least one inch wide.
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: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Monstrous Speed: Has an extra action slot.
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
Attack: Poison Tipped Stinger
Defense: Partial Invisibility (except features): The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
Appearance: Has three eyes.
VictimChoice: Taste for Men
VictimWound: Hangs victims from tree branches to make feeding easier.

Pets:
Estovokian Hundlant



Crockford
Witch Power Level: 61
Total Power Level: 84

Stats:
Poise: 80
Health: 60
DefenseMod: 14
AttackMod: 5
Init: 11

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: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. 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: 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: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 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: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Attack: Fire Starter: Can set things on fire by staring at it for several seconds. Usable 5 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Defense: Mind Cloud: Being near this creature interferes with the creation of short term memory. After ~1 minute, creatures within long range of it have to make a hard Will save or forget the events of previous minute.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: Wears dried bits of human hide over its body
VictimChoice: Taste for Cattle
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.

Pets:
Hyberborean Wormsoul



Kukai
Witch Power Level: 27
Total Power Level: 84

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

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: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Fast: Moves 2x human speed. ++Init
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Attack: Razor Sharp Bite: This attack is applied by Bite.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Greedy: Cannot resist Mithril, and will rarely pass up any opportunity to collect them. To not immediately try to grab all such treasure, must make a hard Will save. Can make one such save per round. And while it prefers Mithril, it also has a fierce desire for any kind of treasure.
Appearance: Skin is horribly scarred, as though having survived terrible burns inflicted years ago
Appearance: Has thin, luminous threads of Gold running through its skin
VictimChoice: Taste for Horses
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.

Pets:
Southern Peastal
Thessal Worm



Stockbridge
Witch Power Level: 54
Total Power Level: 87

Stats:
Poise: 90
Health: 45
DefenseMod: 12
AttackMod: 15
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: Flesh
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: 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: 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: 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: Bull Horns: Has sharp horns that can be used for charges, goring, and tossing
Defense: Partial Invisibility (except mouth) : The creature is invisible, with the exception of its mouth. Can move and attack while in this state.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Has baby-sized hands growing out over its entire body.
Smell: Cabbage
VictimChoice: Taste for Women
VictimWound: Removes the teeth from its victim before killing them. Keeps stolen teeth in its mouth where they merge with the monster; can display its hundreds of teeth later.

Pets:
Nauseating Scorpion



Drozdov
Witch Power Level: 90
Total Power Level: 90

Stats:
Poise: 70
Health: 50
DefenseMod: 8
AttackMod: 13
Init: 9

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: Green Ooze: Made out of a Green jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Can escape through any hole that is at least one inch wide.
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: 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.
Ability: Bright Eyes: The creature's eyes can shine with a blinding Green light. Looking at its face a bit like staring into a spotlight at close range. Inflicts a -6 Malus to all creatures in its facing at short range, and a -3 Malus to all creatures in its facing at Medium Range. These penalties can be reduced/removed with appropriate eye wear, avoiding/blocking its gaze, or other abilities.
Attack: Poison tipped scorpion claws: Adds an extra attack group, using Agonizing Poison mod.
Attack: Biting Blade: This strange blade is lined with teeth, mouths, and eyes. The blade itself is living, and it bends and flexes in order to seek blood.
Defense: Regeneration 2: Regenerates 4 health and 8 poise per turn.
Weakness: Vulnerable at Full Moon: Moves very slowly and cannot use special abilities at Full Moon. Also suffers a -5 Malus.
Appearance: Wears dried bits of human hide over its body
Appearance: Has only a single eye.
Smell: Burning Pine Wood
VictimChoice: Taste for Men
VictimWound: Twists and crushes victims together to make horrific flesh-castles.

Pets:



Peele
Witch Power Level: 46
Total Power Level: 93

Stats:
Poise: 48
Health: 15
DefenseMod: 2
AttackMod: 5
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: 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: 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: 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: Sudden burst of Speed: Once per combat gains +10 init. Once per day can move 3x normal movement speed
Attack: Flash Freeze Touch: This attack is applied by Touch.
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: Wears a featureless Silver mask over its face.
Appearance: The creature's heart emits a Silver glow that shines through its skin and slowly pulses.
VictimChoice: Taste for sickly people
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.

Pets:
Akkadian Urserime



Aiman
Witch Power Level: 39
Total Power Level: 96

Stats:
Poise: 62
Health: 5
DefenseMod: 6
AttackMod: 6
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 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: 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: 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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Shadow Plane Travel: The creature can travel between this world, and a negative-mirror of our world. Crossing over requires a full turn, and leaves behind a hole in reality that gradually closes over 3 turns. The creature can use this ability to ambush and to escape, and to travel between places in the Shadow Plane in order to avoid obstacles in the real world. The shadow plane is dark, cold, decayed, and mostly lifeless. Creatures with this ability are notoriously difficult to kill.
Attack: Spine Blade: This strange blade is formed out of a sharpened spinal column is surprisingly durable. It can cut cleanly through steel or human beings and will not break until its owner does.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Defense: Partial Invisibility (except features): The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Weakness: Cat Fear: The creature is deathly afraid of Cats. The more and the larger of these creatures the party has, the more shaken and fearful the creature will be.
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 two sets of eyes, set one on top of another.
Appearance: The creature's skin is covered in glowing Amber runes.
Smell: Cabbage
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: Preferentially eats the feet of its victims

Pets:
Northern Baublelion
Bleeding Goat



Hinkly
Witch Power Level: 30
Total Power Level: 97

Stats:
Poise: 30
Health: 15
DefenseMod: 8
AttackMod: -2
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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Dome of Night: This creature can extend an intangible, aetheric dome out to medium range. This dome will block all sun light and other light from passing the dome. From outside, the dome appears completely dark. From inside the Dome, the outside world appears completely dark. Note that if there are no light sources within the Dome, the area inside the Dome will also be completely dark.
Attack: Bone Breaking Gaze: This attack is applied by Gaze.
Defense: Iron Skin: Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
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 Malus and cannot use abilities.
Appearance: One of its eyes is a Opal
Smell: Burning Sugar
VictimChoice: Taste for Cattle
VictimWound: Kills and then beheads its victims. It keeps their dried heads on a cord around its waist.

Pets:
Chelgrian Larvabauble
Zhaibarian Phialblob



Haya
Witch Power Level: 51
Total Power Level: 101

Stats:
Poise: 90
Health: 15
DefenseMod: 13
AttackMod: 9
Init: 15

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: 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: 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: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Long Legs: The creature's legs are absurdly elongated. The creature moves quickly and is surprisingly agile.
Attack: Acrobatic Leap: Able to make amazingly long and high jumps, as well impressive back flips and other acrobatics.
Attack: Fear Itself: Can create fearful illusions in the targets mind. The victim sees predators, crazed attackers, zombies, ghosts, insects in their skin, and other fears made real before them, disrupting their concentration or chasing them from the battlefield.
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: Cat Fear: The creature is deathly afraid of Cats. The more and the larger of these creatures the party has, the more shaken and fearful the creature will be.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Appearance: Wears heavy iron chains wrapped around its body
Smell: Burning Pine Wood
VictimChoice: Taste for Women
VictimWound: Only eats its victim's femurs.

Pets:
Acherite Deodand
Zhaibarian Phialblob



Mackin
Witch Power Level: 38
Total Power Level: 104

Stats:
Poise: 48
Health: 10
DefenseMod: 2
AttackMod: 4
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: 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: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/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: Mutant Eyes: The creature's body is dotted with a random selection of eyes of different sizes, types, and colors. The eyes give it 360 degree vision and make it quite difficult to surprise.
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: Heart Freeze Fist: This attack is applied by Fist.
Defense: Partial Invisibility : The creature is mostly transparent and difficult to make out even when moving. Can move and attack while in this state.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Weakness: Obsessive Gambler: Cannot resist the thrill of chance. If given the opportunity, will bet on any apparently fair outcome, even going so far as to spare a life or a village if it is defeated.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Has only a single eye.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Prefers to cripple its victims before eating them alive

Pets:
Thessal Worm
Entropic Wormnight



Markie
Witch Power Level: 59
Total Power Level: 104

Stats:
Poise: 62
Health: 40
DefenseMod: 6
AttackMod: 8
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: 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: 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: 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: Bright Eyes: The creature's eyes can shine with a blinding Umber light. Looking at its face a bit like staring into a spotlight at close range. Inflicts a -6 Malus to all creatures in its facing at short range, and a -3 Malus to all creatures in its facing at Medium Range. These penalties can be reduced/removed with appropriate eye wear, avoiding/blocking its gaze, or other abilities.
Attack: Injecting Proboscis: This creature does not have a bite attack, but rather a proboscis that injects Petrifying Poison.
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: Mournful: The creature cries a continual stream of tears, and can be tracked by the tears it leaves behind.
Appearance: The creature's skin is covered in glowing Amber runes.
Smell: Cinnamon
VictimChoice: Does not target farmers
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.

Pets:
Chelgrian Larvabauble



Myrna
Witch Power Level: 60
Total Power Level: 105

Stats:
Poise: 67
Health: 60
DefenseMod: 6
AttackMod: 8
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: 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: 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: 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: Ventriloquism: Can throw its voice at up to Long range. Can use the voice for dialog, or to fake sounds such as a cry for help or the cracking of branches and the like.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Defense: Immunity to Fire: No damage from Fire
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Smell: Burning Bone
VictimChoice: Taste for Cattle
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.

Pets:
Thessal Spookrat



Goretti
Witch Power Level: 28
Total Power Level: 110

Stats:
Poise: 62
Health: 35
DefenseMod: 6
AttackMod: 3
Init: 7

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: 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: 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.
Ability: Mutant Eyes: The creature's body is dotted with a random selection of eyes of different sizes, types, and colors. The eyes give it 360 degree vision and make it quite difficult to surprise.
Attack: Sickly Aura: All Con/Poison/Disease saves are 1 step harder for all creatures in medium range.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
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: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
VictimChoice: Taste for Dog
VictimWound: Impales victims on tree branches to make feeding easier.

Pets:
Damnable Valusian Marmashell
Chelgrian Larvabauble



Sylar
Witch Power Level: 68
Total Power Level: 115

Stats:
Poise: 53
Health: 70
DefenseMod: 6
AttackMod: 5
Init: 3

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.
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: 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: Blood Belly: The creature stores the blood of its victims in a reservoir about its stomach. Until that reservoir has been emptied, will not take Malus from damage. Depending on how successful the creature's hunting has been, can contains up to 10 gallons (30 Health) worth of blood. Will rapidly lose these excess HP if the blood-belly is punctured.
Attack: Combat Antlers: Has large antlers that can be used for charges, goring, and tossing
Defense: From Hell's Heart: When killed, becomes a Ghost Aspected creature of the same size. Goes back up to full Health and Poise.
Weakness: Vulnerable at Twilight: Moves very slowly and cannot use special abilities at Twilight. Also suffers a -5 Malus.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Smell: Rotting meat
VictimChoice: Prefers to attack sleeping targets
VictimWound: Likes to let prey rot for a few days before consuming

Pets:
Thessal Worm
Uqbarian Penguin



Manderley
Witch Power Level: 24
Total Power Level: 116

Stats:
Poise: 48
Health: 10
DefenseMod: 2
AttackMod: 2
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: 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: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
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: Filth Fever Gaze: This attack is applied by Gaze.
Defense: Mist Form: Can turn into mist to escape attack or for maneuver. Usable twice per day.
Weakness: Sun Death: Takes damage while in sunlight.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Has an emaciated belly.
Smell: Cabbage
VictimChoice: Taste for Children
VictimWound: Consumes victims entirely, except for their hair.

Pets:
Nariscene Shadow Maggot
Lesser Seeing Eye Larvagaunt



Fleinhardt
Witch Power Level: 37
Total Power Level: 119

Stats:
Poise: 30
Health: 35
DefenseMod: -2
AttackMod: 2
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.
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: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
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.
Ability: Cheap Frills: The creature has a frill of many colors that extends out from its neck. The Frill is covered in shifting patterns of color that have a hypnotic effect and can lull people into a dazed, unconscious state.
Attack: Prehensile Tongue: Has a long, thick tongue that can extend to deliver attacks and abilities. Extra action slot for tongue abilities.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Song Appreciator: The creature can be hypnotized by the sound of beautiful singing. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by song. The human voice is best for this, but even birds can have some effect.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
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 Llama
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.

Pets:
Odious Horny Hippbush
Vanheim Pestihound



Hephburn
Witch Power Level: 93
Total Power Level: 126

Stats:
Poise: 80
Health: 60
DefenseMod: 10
Bonus RangedDefenseenseMod: 10
AttackMod: 14
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: Flesh
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: 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.
Ability: Low Flight: At will, can rise up to 5 feet off the ground. Has normal movement speed, but can use this ability to avoid difficulties with vegetation, loose gravel, ice, coals, bear traps, or any similar obstacle. Its feet still move as though they were walking/running on solid ground.
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.
Attack: Agonizing Fist: This attack is applied by Fist.
Defense: Gusting Winds: Creature is continually surrounded by strong gusting winds. The wind and whipping dust makes it difficult to see and very difficult to hit with missile weapons (-10).
Weakness: Fetish: Carries a Silver Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: The creature's heart emits a Black glow that shines through its skin and slowly pulses.
Smell: Ozone
VictimChoice: Taste for bitter, angry old men
VictimWound: Victim's faces are chewed off

Pets:
Nauseating Scorpion



Viana
Witch Power Level: 65
Total Power Level: 127

Stats:
Poise: 75
Health: 45
DefenseMod: 10
AttackMod: 12
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: Red Ooze: Made out of a Red jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. 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: 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.
Ability: Extra Arm Joints: The creature's arms have an extra set of joints, allowing them to reach and bend much further than normal.
Attack: Snake-mouth Tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Attack: Stench Glands: Can expel clouds of choking, noxious gas. The terrible stench of the gas can cause retching, difficulty breathing, and difficulty concentrating.
Defense: Detachable limbs: Even when separated, limbs will continue to fight. Claws will scrabble along like spiders, will scamper into brush, etc. Can rejoin with main body if given a few minutes of peace.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
Appearance: The creature's skin is covered in glowing Green runes.
Smell: Cinnamon
VictimChoice: Taste for Men
VictimWound: Never eats the Ears of its victims

Pets:
Callow Thessal Kugel Blekksprut
Uqbarian Penguin



Clapper
Witch Power Level: 40
Total Power Level: 128

Stats:
Poise: 75
Health: 5
DefenseMod: 10
AttackMod: 10
Init: 11

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: 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: 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: Wall Crawling: Can climb vertical surfaces. Can move on vertical surfaces and ceilings without any penalties.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Defense: Detachable head: The creature can separate its head from its body, with the head floating and attacking on its own. The body will become inactive if the head is more than a Medium distance away from it.
Weakness: Mournful: The creature cries a continual stream of tears, and can be tracked by the tears it leaves behind.
Appearance: Wears a featureless Silver mask over its face.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.

Pets:
Zhaibarian Withergoat
Lesser Seeing Eye Larvagaunt



Gammell
Witch Power Level: 42
Total Power Level: 131

Stats:
Poise: 35
Health: 20
DefenseMod: -1
AttackMod: 3
Init: -2

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: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
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.
Ability: Shadow Plane Travel: The creature can travel between this world, and a negative-mirror of our world. Crossing over requires a full turn, and leaves behind a hole in reality that gradually closes over 3 turns. The creature can use this ability to ambush and to escape, and to travel between places in the Shadow Plane in order to avoid obstacles in the real world. The shadow plane is dark, cold, decayed, and mostly lifeless. Creatures with this ability are notoriously difficult to kill.
Attack: Sickly Aura: All Con/Poison/Disease saves are 1 step harder for all creatures in medium range.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Weakness: Sweet Tooth: Cannot resist Blue Berry Jelly, and will rarely pass up any opportunity to partake. To break free before finishing all the sweet food, must make a hard Will save. Can make one such save per round. While it prefers Blue Berry Jelly, it also has a fierce appetite for any kind of sweet food.
Appearance: Is grossly fat.
Appearance: The creature wheezes as it breathes. When it exerts itself, it has a rattling cough, occasionally spitting out wads of foul slime on the ground.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.

Pets:
Nariscene Baublelin
Minor Blink Ubungsflugzeug



Farshaw
Witch Power Level: 71
Total Power Level: 134

Stats:
Poise: 75
Health: 45
DefenseMod: 10
AttackMod: 12
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: Flesh
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: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
Attack: Berserk: When wounded, goes into a rage. Ignores first 5 points of wound Malus. Instead, each point of Malus becomes a bonus point of Attack and Init.
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 Malus. 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: Fast-clotting: This creature's wounds clot extremely quickly. It never takes more than 1 point of bleed damage from a wound.
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 Malus per application. Lasts until next full rest.
Appearance: Has three sets of eyes, set one on top of another.
VictimChoice: Taste for Babies
VictimWound: Prefers to cripple its victims before eating them alive

Pets:
Thessal Shellelatin
Karpashian Rime Bull



Climbfall
Witch Power Level: 54
Total Power Level: 146

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

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: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons.
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: 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: Blood Belly: The creature stores the blood of its victims in a reservoir about its stomach. Until that reservoir has been emptied, will not take Malus from damage. Depending on how successful the creature's hunting has been, can contains up to 10 gallons (30 Health) worth of blood. Will rapidly lose these excess HP if the blood-belly is punctured.
Attack: Injecting Proboscis: This creature does not have a bite attack, but rather a proboscis that injects Agonizing Poison.
Attack: Glamour: The creature can create a glamour of beauty around itself, disguising its true nature. The glamour is entrancing, and those fooled by it will desire to protect and cherish the creature. Once a person has fallen under the glamour, its effect will steadily increase over the days until the victim is entirely devoted and slavish. Using the glamour does cause a strain to the creature, and it can only apply the glamour on a few creatures at a time.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Has three sets of eyes, set one on top of another.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Victims are torn into two pieces, with the middle eaten out.

Pets:
Azadian Cubesore
Idiran Bullseed



Dumel
Witch Power Level: 73
Total Power Level: 162

Stats:
Poise: 70
Health: 35
DefenseMod: 8
AttackMod: 13
Init: 9

Traits:
Frame: Man
WitchMotivation: Revenge on Church: The Witch feels that they have been wronged by the Church. Specifically, the Church killed their Husband. 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: 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: 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.
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: Mind Wipe: A hard mind save 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: Bull Horns: Has sharp horns that can be used for charges, goring, and tossing
Defense: Shadow Cloak: This creature is wreathed in shifting shadows. Extremely difficult to notice or to target when in dim light.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
Smell: Week old dumpster
VictimChoice: Taste for depressed people
VictimWound: Takes the skulls of victims and piles them in little pyramids.

Pets:
Vanheim Ubungsflugzeug
Nariscene Shadow Maggot