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Patchwork Zombie Solitary, Hoarder, Construct, Terrifying Brute physical strength. (d10+2 damage) 20 HP 0 armor Close, Forceful Special Qualities: Pets of the most disturbed necromancers, stitched pieces of what could very well be your uncle. A shambling mess of bits and pieces, cobbled together from the remains of it's unfortunate victims. Instinct: Add to it's collection.
- Break bones, rip off arms, collect the scraps.
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Peter the Steel Solitary, Magical, Intelligent, Hoarder Vampiric Lute (b[2d10+2] damage 1 piercing) 18 HP 4 armor Close, Forceful, Ignores Armor Peter the Steel (nicknamed Count Drugula) is an ancient vampire-bard. Incredibly tall, strong and handsome with long black hair, Peter's very gaze can weaken the will of those he looks upon. Peter typically looks for fair maidens and entrances them with his bewitching ballads after which he takes them to his lair, drugs them, and drinks their dope-laced blood for the euphoric effects. Peter's legendary lute doubles as a fearsome weapon as it is exceptionally large and, coincidentally, as hard as steel. Instinct: To charm and feed.
- Feeds upon fair maidens and murders any who would stop him.
- Can bend the thoughts of others with his bardic performances.
- Smashes skulls with his vampiric lute.
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Wizard Slayer Solitary, Intelligent, Cautious longsword (b[2d10+2] damage 2 piercing) 12 HP 6 armor Close A Wizard Slayer is a knight who was grievously wronged by a Wizard earlier in their life, this causes them to have a bitter resentment for all those who wield magical powers. A Wizard Slayer wanders the land looking for Wizards that need killing, and may just show up at a most inopportune moment for your party. Instinct: To kill all wizards.
- Seek out any magic users and cut them down.
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Viking Horde, Intelligent, Cautious axe (d6+2 damage) 3 HP 2 armor Close, Forceful Vikings are tall, burly, hairy, and often drunk warriors who set out to explore and conquer the world. Driven by unrelenting greed and a desire to reach the halls of Valhalla vikings are utterly dauntless and relish in the bloodlust of a brutal battle. Instinct: To pillage.
- Ambush their foes and promptly axe them in the face.
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Norse Berserker Solitary, Divine, Intelligent greataxe (b[2d10+4] damage 1 piercing) 18 HP 0 armor Close, Forceful "The baddest mother******s in all the land,"- Zakk Wylde. Having gone into a relentless rage due to a combination of PTSD, magic mushrooms, various other intoxicants, and the gods blessing, berserkers will attack literally anything within their line of sight. They know no fear, they know no pain. Instinct: To kill all in sight.
- Hurl themselves ferociously into battle with nothing but a greataxe and blue warpaint on their unclad body.
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The Krampus Solitary, Stealthy, Intelligent, Cautious, Planar, Terrifying Horns and whip (d10 damage) 12 HP 2 armor Close, Reach Special Qualities: Bestial Visage From a ways off I thought the thing was just a satyr moving house; a black-furred goatman all alone and carrying a bulging burlap sack on its back. Easy pickings. Rodger knew a shortcut through the woods and the three of us set up an ambush. The thing made an odd jangling and clinking sound as it approached, but I didn't notice all the chains until we'd dropped from our tree branch to surround it. By the gods! That face! Like something out of a nightmare. Blood red eyes and a pointed lolling tongue down to its waist. It slowly pointed at Clem and told him he'd been bad. Clem just started laughing until the thing lunged at him. Quick as a flash and that poor bastard is being shoved head first into the thing's sack. Which I suddenly notice is squirming and making these sobbing, mewling sounds. Like it's full of crying babies or something. That's when I dropped my sword and ran. I dunno what happened to Rodger, but when I finally went back a few day later, the thing's hoofprints just... stopped. Like it disappeared into thin air. Instinct: To carry naughty children back to Hell
- Make a racket by swinging its rusty, bell-laden chains
- Stuff someone who’s been bad into its sack
- Open a portal to the Nine Hells
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Sköll Solitary, Large, Divine Rip and Tear ([2d10+6] damage) 24 HP 6 armor Forceful Special Qualities: Immune to ice damage. Large wolves once used in place of horses to move carts in The Frozen North. Said to be blessed by Skadi, they boast an immunity to cold based magics. Instinct: Very Aggressive
- Successful attack rolls above 15 cause 1d4+2 bleed damage per turn for 3 turns or until healed.
- Swipe ([1d10+6] damage to up to 3 targets in close proximity.)
- Leap ([2d8+4] if landing on an enemy.) Can be used to close large distances instantly, cannot move or attack in the same turn, must pass attack roll.)
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Kala Grima Solitary, Tiny, Stealthy, Devious Paralysis Poison (d6-2 damage) 6 HP 2 armor Reach Small black snakes that hide in the snow. Their bites are not poisonous but they can shoot spines from their mouths that paralyze. Instinct: Very Aggressive
- Poisoned Projectile Spines
- Aware of itself and how to hide.
- It's poison paralyzes.
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Kaldr Vin Solitary, Large, Intelligent Claws ([2d10] damage) 10 HP 0 armor Special Qualities: Powerful Wings, can fly in any condition., Incredibly fast. Large birds found only in The Frozen North, they usually choose to avoid conflict. Prefers prey that is weaker than itself. Large enough to carry off large prey in it's talons. Instinct: Preys on the weak.
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Bein Warg Solitary, Terrifying, Stealthy Serrated Teeth ([2d10+2] damage 4 piercing) 12 HP 5 armor Close Special Qualities: Hard Exoskeleton, Sharp Teeth Wolves rarely found in The Frozen North. Instinct:
- Consuming flesh recovers health. (1d6)
- Bonus to stealth in Snow. (+5)
- Teeth can tear through steel.