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Aracnoids Group, Terrifying Claws (d8+2 damage) 6 HP 0 armor Close Special Qualities: Spider Appendages, Anthropomorphic Horror A horrid construct of the spider lords, these humanoid/spider hybrids are made to serve the needs of the Laveth and to hunt down more victims to be transformed into these horrors. Instinct: to feed the lords
- Hunts, Fights with no regard to life
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Spider-lings Horde, Small, Stealthy Mandibles (d6 damage) 6 HP 0 armor Close, Reach Special Qualities: Spider Webbing Minions of the spider lords, these dog sized spiders serve to feed their own hunger as well as bring back food for their lord Instinct: to feast
- Snaring, Ambushing, Hunting
- Web-trap
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Book golem Solitary, Stealthy, Devious, Intelligent, Construct, Amorphous Fists of books (d6 damage) 19 HP Close Special Qualities: Burns Golem animated from books. Everytime it is attacked, the attacker forgets the method used to attack it. (How to use a sword, how to use an axe, a certain spell etc.) When the Book Golem does damage the target losses 1/2/3/4/... intelligence ponits. (1 the first time, 2 the second and so on) All effects disapear when it is defeated. The Book Golem Spawns whem someone whitout "A valid librabry card" removes a book from the shelf. To make it harder, have the Golem heal HP when it dissapears into the book shelf. Instinct: To protect
- Make you forget how to attack.
- Lowers your intelligence when attacking you
- Moves freely and invisible through connected line of books.
- Extremely vulnerable to fire.
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Stone Giant Horde, Large, Intelligent, Hoarder Oversized rifle (d6+4 damage 1 piercing) 11 HP 2 armor Forceful Special Qualities: Skin of stone Stone Giants are giants who have bonded with elemental spirits of the earth. This allows them to exist on much less food and water than would normally be required of creatures their size. Their spiritual bond makes them very durable and gives them a natural connection with the earth, which they gladly use to their advantage. Instinct: To serve tribe
- Hurl rock
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Wight Solitary, Intelligent Improvised weapon (b[2d10] damage) 16 HP 1 armor Close Death can come suddenly. For some people, more suddenly than others. And occasionally, so suddenly that the person didn't notice. The confused soul remains locked within the body, unaware of their post-mortem state. As decay sets in, so does the pain, their brains become clouded with memories and they loose the ability to discern between past and present, often jumping at perceived enemies of old or still thinking they are defending themselves from whatever killed them in the first place. They are pitiful, if dangerous creatures and death is a mercy. A wight can be created artificially, though only the most cruel of necromancers would subject a spirit to such torment. Instinct: To get rid of the pain
- Go berserk
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Annis Hag Group, Magical, Hoarder Iron force blast (d8 damage) 6 HP 0 armor Close, Ignores Armor, Far Annis Hags are very anti-social descendant of elves that reawakened some of their fay heritage, though they are still dependant on the services of civilization. As such, they have been known to recruit or, in more horrid cases, enslave kids and loner travellers to assist them with everyday tasks. More kindly hags often rewards these services with fitting enchantments. Crueler hags eat their servants once they've burnt out. Despite the name, hags are perfectly capable of being male. Instinct: To aid the coven
- Use powerful magical rituals
- Shape weather
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Deep Horror Solitary, Huge, Divine Massive Bite (d12+7 damage) 26 HP 1 armor Reach, Forceful Special Qualities: Aquatic A horrifying mix of sea erpent and kraken, deep horrors are a thankfully rare species of creatures, said to have originally been born by the Goddess of Monsters. They are vicious and powerful, but displays of resistance are usually enough to make them back off, as they can't be bothered to actually work for their food when there's so much easy prey in the world. Instinct: To eat
- Demolish
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Constrictor snake Group Constrict (b[2d8] damage) 6 HP 1 armor Close A big constrictor snake. Instinct: To eat
- Entangle and crush
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Ogre Madmage Group, Large, Magical, Intelligent, Hoarder Force bolt (d8 damage) 14 HP 0 armor Ignores Armor Some magic is born from insight. SOme from madness. This is the latter case. Through the filter of mental instability, some ogres gains access to magical powers, often making them feared members of their tribe. Instinct: To serve clan
- Break stuff
- Cast confusion magic
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Ogre Warlord Solitary, Large, Intelligent, Hoarder Shotgun (b[2d10+2] damage 2 piercing) 20 HP 1 armor Forceful, Reach The most fearsome ogre clans are the ones where the most unstable rule. Often dominating through violence or worse, these near psychotic individuals can posess a bloodlust and level of sadism that would make most people nauseous. Backed up by eitehr euqually deranged or very fearful ogres, these violent overseers leads their clan into brutal battle for whatever reason they can find. Instinct: To lead clan
- Smash stuff