After the horrors of the Scranja war, Humanity found itself in a predicament that it had not faced since well before the birth of civilization. Scattered to the solar winds, and very nearly the victim of genocide, many of the isolated pockets of mankind faced population bottlenecks, and the possibility of failure from inbreeding. The Synthmen were a part of the solution.
Silent and invisible, the only herald of the arrival of Kayrun the Disintegrator is the screams of his victims.
More subtle than artillery, Mul'Tals, the siege-vine of the Kel'Regar, is more than capable of reducing the strongest of defenses to rubble, growing, twisting, and devouring its way through them.
The Kir’bret’rasach is the Kel’Regar answer to the question of the main battle tank. More than one foe has been caught unaware by its massive strength and tearing claws.
Undead abominations born of the Light, the glow of the Accursed’s warped flesh strikes terror into those who behold it.
The result of a disastrous summoning accident involving a fire elemental, a pig farm, and a farmer’s daughter, bacon elementals can only be described as delicious.
Adapted to the coldest of inhabitable worlds, the stocky Snowborn are the Starkin’s frozen cousins, set to defend them from threats from outside, using their terrible world itself as a weapon.
Though each drone possesses little intelligence of its own, together, they are the Kth’k'k’kt, who span the stars.
The crystal dragons of Sogth VII are strange and sinuous beasts, be they stalking across the land on their four legs, and swimming through the ammonia seas.
The delicate flower of the deepest Arctic, bearing the essence of ephemeral purity.
Perhaps the most destructive of Kel’Regar weapons, Summer’s Extinguisher plunges the world it is deployed on into a deep and permanent winter.
Blessed by the spirits of the forests, these feline creatures have barely begun the long, slow climb to civilization.
The final creation of Albert Uhrzeit, commonly named the Lord Chronomancer in popular literature, the Void Golem is the ultimate expression of his mastery over the stuff of time and space itself.
Strange plant-creatures from Rosetta II, the Rosahomin are, for a small portion of their lives, roughly humanoid creatures, fully sentient, and capable of interacting with the galaxy.
The Thoron. The great crystal ones. The Speakers of Lightning. The unstoppable wall. The unmovable force. Many are their names, few are their numbers, even less is the understanding Man has of them.
Twin-aspected aliens, the Kel’Regar are strange creatures, and their alien society, strange technology, and lithe bodies evoking the images of elves in some humans.
Bursting with an incredible, terrible complexity, the Oraki are a powerful breed of mechanoids, once that blurs the line between machine and man from the other direction.
Gene-engineered for deep-space, the Salvorathan resemble nothing quite so much as the legendary ‘dwarf’.
The product of a conjuring gone horribly awry, the Devourer hungers, and it hungers not for anything of this world, nor of the next..
The Great Black Stag of the Southern Forests, Donnerwunsch has drunken deeply of the rivers of the Desert of Divine Despair.
On a location with numerous webs, and at least one big spider, there is a something inside a cocoon. It is humanoid in shape, still moving. If the heroes free it (not before they kill or drive away the spiders), they meet a ... zombie!
The poor zombie wandered the dungeon alone, and tried to kill a big living creature (= a spider). The spider used the usual treatment, even if this victim did not look tasty. The zombie can be easily killed as any other zombie. It got but several doses of spider-poison, so can be something worth if it is extracted. You can mention to a druid or ranger the fact the spider had no poison anymore.