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Zombie Juggernaut Solitary, Huge, Magical, Divine, Devious, Construct, Terrifying Stomp into the ground (d8+7 damage 2 piercing) 30 HP 4 armor Reach, Forceful, Near Special Qualities: Regenerating and Uncontrollable, Lacking Lower Jawbone, Zombies drip forth from within Created as the ultimate Guardian for a lich, the Zombie Juggernaut was too powerful to be controlled. Powered by a planar rip into a realm of the unliving it spreads zombie hordes wherever it follows and destroys everything in its path as it searches for life. The Zombie Juggernaut has two manacles with binding ruins that continue to heal it and its feet are covered in lead spikes that make it nearly impossible to push over. Instinct: To Destroy
- Crush all in it's path
- Spew forth Zombie Horde
- Heal itself of all damage while wearing manacles
- Destroy any object
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Animated Armor Solitary, Magical, Terrifying, Amorphous Bastard Sword (d12+2 damage 1 piercing) 19 HP 7 armor Close, Ignores Armor, Near, Far Special Qualities: Filled with purple light its body is living magic man was not ment to look upon Living armor, also called a Helmed Horror, is an ancient suit of Plate Mail imbued with sentient magical energy. All Living armors are created from an ancient forge used by the Gods for creating an army to defend them against the ravages of chaos and primordial forces. It follows the last orders it was given usually to defend a site holy to one of the gods or to seek out and slay the enemies of the gods. Instinct: To follow orders
- Walk on Air to attack from above
- Throw Magic Missiles and Cause Fear
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Snow Servant Solitary, Magical, Stealthy, Devious, Intelligent, Construct Dagger (d6 damage) 19 HP 5 armor Close Special Qualities: Pass for human Pale-fleshed and beautiful to look upon, Snow Servants are the creations of Ice Elf Enchanters. Snow packed around a human skeleton, then enchanted with the semblance of life and breath. They last only days, perhaps a week, in warmer climates. The sorcerer who created a particular Snow Servant can see and hear through it's senses, and puppet-master it's behavior at any time. Instinct: Serve it's sorcerous master
- Pretend to be alive
- Spy and report
- Allow someone to become close
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Lamia Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Dagger (w[2d6] damage) 12 HP 0 armor Close Physically, she appears to be a hybrid of human and serpent, though she is able to perform some sort of illusory trick to make others see legs where a serpentine body should be. The Lamia's upper body is always that of a beautiful, young maiden of impeccable physical form. This beauty is another of her guileful tools, which she uses with great effect against both males and females, Instinct: Beguilement
- Charm - Can convince an adversary to heed her wishes.
- Deceit - A masterful liar, able to bend truth to her will.
- Mirage - Casts a spell to fool others to see what she wants.
- The Lamia's skill in deception is unmatched, making her incredibly treacherous.
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Hermit Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder Walking Stick (w[2d8] damage) 12 HP 0 armor Close An ancient hermit with rumored magical skills. The hermit asks much and offers little, but is still exactly the person you need. Instinct: Act towards obscure ends
- Offer a quest or task of unclear difficulty and danger
- Offer a trinket of dubious safety and use
- Place a blessing and a curse
- Offer something needed, at an unusual price
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Archmage Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder Arcane Ray (d6 damage) 12 HP 1 armor Close, Ignores Armor, Near A master of magic and secret plots. Instinct: Accumulate power.
- Prepare a counterspell or magical ward.
- Conjure illusions
- Harness the elements
- Reveal a plan in motion
- Delegate to minions
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Roc Solitary, Huge, Divine, Intelligent Talons (b[2d10+7] damage 2 piercing) 22 HP 1 armor Reach, Forceful, Near Special Qualities: Large wingspan allows for extended flight and a punishing gust of wind The Roc is a raptor of such incredible size and strength that it commonly preys on beasts as large as dragons. Instinct: Predation
- Dive-bombs prey from great heights
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Ahriman Solitary, Magical, Devious, Terrifying Talons (d6 damage) 12 HP 1 armor Close Special Qualities: Essentially a large, flying eye. The Ahriman is, essentially, a giant flying eyeball. The rotund creatures have yellowish skin mottled with white patches. Their large wings, whip-like tails and drooling, fang-filled mouths lend to their fearful appearance. With a stare, the flying, man-sized beasts paralyze their victims. This allows the physically-weak Ahriman to dine at its leisure. Instinct: Predation
- Paralyzes Opponents
- Doom Gaze: Paralyzes opponents who make eye contact
- "Doom Gaze" can render opponents unable to fight