-
The Great Reaver (Frankenbones) Solitary, Huge, Intelligent, Hoarder, Construct, Terrifying Bonetail Switch (d10+5 damage 1 piercing) 22 HP 2 armor Reach, Forceful, Near, Far Special Qualities: Its purpose is to defend against further advancement into the bone dungeon., What the fuck there's a trillion bones here god it's spooky Wow. This skeleton is like fifty feet tall and kinda looks like Cortez from PMTTYD sometimes. Wow! It encroaches over the heroes and also wants to kill them. Instinct: To impede. To prevent advancement.
- Attempts to suffocate someone with its bones.
-
Bear Skeleton Solitary, Large, Terrifying Shitty bone claws (b[2d10+2] damage 1 piercing) 14 HP 1 armor Special Qualities: It is bones. It is the skeleton of a bear. Why is this in a torture dungeon? I don't know. We need to incarcerate more bears. Instinct: To bite and claw and hurt.
- Bone Charge
-
Jumbo Skeleton Solitary, Huge, Terrifying Arm Smash (d10+7 damage) 18 HP 1 armor Reach, Forceful Special Qualities: It's a goddamn skeleton. A much bigger, ruder skeleton than all the rest. Man. Skeletons! WHOA! HOLY SHIT. AAAAAAAAAAAA Instinct: To bathe in blood!
- Shoulderblade toss
-
Skellington Horde, Small, Devious Femur Slam (d4 damage) 3 HP 1 armor Close, Near Fancy little skeletons that like to show up in groups of like, 20. Spooky! Also, short! Instinct: To protect the dungeon!
- Throw its bones at you.
- They can encumber you by just, like, getting all over.
-
Barghest Solitary, Intelligent, Planar, Terrifying, Magical Claws (2d6+2) 12 HP 1 armor Close, Forceful Special Qualities: Damage Reduction, Scent, Polymorph, Feeds The Barghest is an extraplanar goblin-like creature. By consuming the bodies of innocents it grows stronger. Once it is strong enough it sheds it's skin and seeks out a tribe of goblins to rule. His claws then become a 2d8+4, HP raises to 16, and Armor to 2. Instinct: To consume the bodies of innocents.
- Stands on four legs
- Change Shape (Goblin or Wolf)
- Can levitate at will.
- Charms Monsters
-
Berserker Group Huge battle-axe (b[2d8] damage) 6 HP 4 armor Close, Forceful Special Qualities: Enchanted belt Berserkers wield axes and little else, but magical enchantments on their skin and belts let them ignore any wound that does not fell them. Instinct: To ravage
- Enter a blind rage
- Ignore a fatal wound
-
Sea-wight Horde, Terrifying Barnacled swords and axes (d4 damage) 7 HP 0 armor Close Special Qualities: Water heals it, Swollen eyes and bloated, crab-picked flesh Sjövættir, or sea-wights, are the vengeful corpses of the drowned. Half-consumed by the sea and its fauna, their decay has reached a kind of stasis and continued exposure to water actually heals any further damage they suffer. They watch with swollen eyes from beneath the waves, until the revelry in their former home drives them to crawl up and attack those who once murdered them for land. Instinct: To seek vengeance
- Seek out the revelry which disturbed its rest
- Return to the water to recover
-
Skyswabbies Group Cutlass Slash (d8 damage) 6 HP 0 armor Close E! Instinct: To follow orders. To swab.
- Hits you with a rapier.
-
Sky-Captain Admiral Archibald Reighter Solitary Cutlass (b[2d10] damage 1 piercing) 12 HP 2 armor Close He is a captain from Dalmatia! Whoa! Help him or don't! Whoa! Instinct: To Protect and Serve!
- Slash you with his cool cutlass.