More of David Magnus’ photos of Our World rehearsals from the new exhibition, The Beatles Unseen: Photographs by David Magnus, opening today (16th March 2017) at Proud Chelsea, 161 King’s Road, London, SW3 5XP.
Also called corruptors of fate, anankedaemons embody death by curses - the wards on an ancient tomb, a malediction spoken by a spiteful witch, or a treasure that brings death to its owner. These mercenary fiends sell their services to whatever evil being gives them an opportunity to bring suffering and death to mortals.
Anankedaemons stand slightly shorter than humans, but are powerfully muscled beneath their greasy rolls of fat and loose yellow skin. Their faces resemble canine skulls with a boar’s tusks, bloodshot eyeballs in their gaping sockets. Despite their corpulence, anankedaemons are deceptively dextrous and nimble, moving almost with a blur of motion. A strong odor of brimstone surrounds anankedaemons, and when they attack, their victims may hear the faint sound of rolling dice coming from nowhere.
Anankedaemons live to spread misfortune and despair, inflicting curses on all they come across. Corruptors of fate have a strong mercenary streak, selling their services to other fiends or evil spellcasters, especially favoring masters on the Material Plane. Anankedaemons are commonly found in armies of demons or devils, but even these allies find them repulsive and give them a wide berth. Lone anankedaemons may gather minions immune to their curse, such as lacridaemons, cacodaemons, or the weaker undead.
Temerdaemons, embodying all forms of misfortune and accidental tragedy, often bully anankedaemons into doing their bidding. Corruptors of fate who faithfully serve the more powerful fiends and learn from them may be transformed into temerdaemons themselves by the Four Horsemen or daemonic harbingers.
Grell are fearsome alien predators who exist only to devour other living beings. These aberrations divide all creatures into two categories, the eaters and the eaten, and humans fall into the latter.
With their bulbous head-body and trailing tentacles, grell resemble bloated flying jellyfish about five feet in diameter. Their gray-green mass is covered in folds and wrinkles and appears like nothing so much as an enormous brain with a hard bony beak. The creatures have no eyes, instead perceiving the world by receiving sound waves and electrical impulses through their skin, which functions as a single huge ear. A grell has ten pink or purple prehensile tentacles with retractable barbs that inject a paralytic toxin. Grell grow continuously, reaching a maximum size of fifteen feet in diameter before their bodies become too large for their organs to support around their 250th year.
Most of these creatures are “feral” grell, solitary or pack hunters that live in ruins or caverns and hunt by dropping down on unsuspecting prey, then carrying them off while they are paralyzed. On occasion, though, grell come together in large colonies led by “philosophers” with magical talent under the will of a single patriarch of advanced age, size, and intelligence. Such “colonial” grell have access to magic items and benefit from organized leadership, but are otherwise no different from their feral cousins. The distinction between feral and colonial grell is an artificial one, and a single grell may go back and forth between the two lifestyles several times in its lifetime.
Grell are as intelligent as humans and possess an alien tradition of magic, but have little in the way of society or culture. They do not build any structures save for the occasional low wall or shelf in their lairs (made from “grell crystal”, a substance grown from the grell’s own powdery extrement mixed with water) and only craft strange magical weapons such as the wand-like lightning lance. Grell concern themselves entirely with the consumption of live flesh, and do not treat with humanoids unless completely overpowered - and even then, the more powerful party is still seen as a potential meal. At most, humanoids and animals are kept in underground pens for later eating, but grell are neglectful keepers and such “livestock” often die of starvation.
The origin of grell is a mystery, with no record of them on Golarion going back more than a few centuries, though they are known on other worlds in the star system as well. They have no presence in outer space besides a few colonies in the asteroid belt of the Diaspora, leading sages to hypothesize that the creatures spread from world to world by planar travel, either through magical portals or the Plane of Shadow. Grell have no ambitions of conquest or slavery, desiring only food, making a grell colony a purely local problem, but left unchecked it can represent a plague of predation capable of depopulating an entire area.
[The original “sheepsquatch” report was basically a wooly hodag. I much prefer the wampa-esque direction it’s taken in cryptid culture since then.]
hulking, roughly humanoid figure has a fanged maw and curling horns. Thick
white wool covers its body.
Sheepsquatches represent a failure of abyssal magic and
selective breeding. The goal was to create a creature that combined the might
of a sasquatch with the group instincts and easily led personalities of a beast
of burden. Unfortunately, sheepsquatches inherited all of the brains of their ovine
predecessors, making them docile and stupid. Some cults keep sheepsquatches for
their wool and imposing forms, but many have been let free to roam the
Sheepsquatches have the herding instincts of sheep, but
lack their fecundity—sheepsquatch herds are typically small in size. They are
omnivorous, capable of eating animal and plant matter in equal proportions. The
natural musk of a sasquatch has been amplified into a sulfurous reek that
repels predators and prevents their prey from fighting back.
A sheepsquatch stands nine feet tall when on its back
legs, but they typically move around on all fours. They hate their sasquatch
relatives, possibly out of some atavistic memory of their origins, and kill
them whenever possible.
Sheepsquatch A few sheepsquatches have been further altered by monster
cults through infusions of demon blood, returning to them a measure of
intelligence and all the belligerence of a proper carnivore. A demonic sheepsquatch
has an Int of 8, resist cold, electricity and fire 10, and loses the docile
special quality. A demonic sheepsquatch is CR 6.