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Crypt Wyrm Solitary, Huge, Terrifying Flailing tail (d10+5 damage) 31 HP 4 armor Reach, Forceful, Near Special Qualities: Wings, Rotting Flesh A black dragon was attacked by a nest of ghouls and though it thought it was winning, the eaten ghouls continued to attack it from within. When the dragon finally died, the surviving ghouls from inside started to fight to gain control of its monstrous bulk. Eventually they managed to animate the rotting flesh of the dragon's corpse and now use it as a protective carapace in battle. Bones slowly being exposed due to the rot of the ghouls undeath, this draconic battle tank rumbles forward armored in bone and the remaining dragonscale. Instinct: To consume the living and birth the dead
- Vomit a half-digested ghoul
- Fly out of reach
- Turn rapidly swinging tail in a wide arc
- Crush someone to the ground
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The Fang of the Shark Group, Divine, Magical, Intelligent, Terrifying Shark-tooth knife (b[2d8+6] damage 2 piercing) 6 HP 1 armor Close, Forceful Special Qualities: Bestial The Fang of the Shark was human once, but the Shark God is generous with its priests, and the high priest most of all. He is covered in the sandpaper texture of sharkskin, with teeth sharpened to vicious points...but the real terror is the horrible shark-fang dagger designed to inflict terrifying pain and, of course, the shark miracles granted to the priest by his connection to his god. The only saving grace is that the Cult of the Shark God is not ambitious; they are perfectly happy to just slaughter those they run into as sacrifices, encourage warfare in the area and so on - nothing huge. Not yet. Instinct: To destroy and consume in honor of the Shark God
- Cause terrible pain
- Call on a shark miracle
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Agram, Zombie Ape God Solitary, Huge, Divine, Hoarder, Terrifying Clobber (b[2d12+7] damage 2 piercing) 30 HP 1 armor Reach, Forceful, Near Special Qualities: Glory decayed, Fears fire Agram is starving and diseased; its hair has gone patchy and its skin has begun to rot—Agram is beyond pain. Its right eye is gone, leaving behind only a black void. Agram fears fire, and is drawn to the sound of the gong. Agram’s bones cannot be harmed. After death, all of Agram’s flesh will dissolve, leaving behind only the immaculate skeleton. Agram attacks with its long arms. Its wrists are as large around as a man’s waist, and it can bodily lift a fighting man with a single hand. Agram will seek to devour anyone it catches. Agram is not good at splitting its attention, and the single eye gives it a large blind-spot. Agram can leave its cave when actively chasing prey, but will always return shortly afterwards. The decay of its form greatly increases if it travels above ground. Instinct: To consume human flesh
- Grab in its giant mitts
- Toss like a rag-doll
- Ignore pain
- Come to the dinner gong
- Chow down
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Тритоний шейх-философ Solitary, Magical, Organized, Intelligent, Hoarder Водные потоки (w[2d12] damage) 12 HP 4 armor Close, Reach, Ignores Armor, Near Шейх-философ тритонов известен далеко за пределами подводного города, где он правит. Утонченные поэты, мудрые ученые, доблестные и справедливые воины, чарущие танцоры и танцовщицы составляют его двор. Он избавляет проплывающие корабли от пошлины, если те везут новые знания или неведомое ему доселе искусство. Очень жаль, что золотой век так скоро закончится Приливом. Instinct: избегать конфликта
- Править мудро и справедливо
- Призвать водных духов
- Воспользоваться народной поддержкой