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The Warlord of Terror Solitary, Stealthy, Divine, Magical, Organized, Intelligent, Cautious, Terrifying Dark sword (b[2d10+6] damage) 12 HP 4 armor Close, Forceful Special Qualities: Avatar of Terror The Warlord of Terror draws on fear as a weapon in itself. He inflicts it on his foes by his terrible manner and dark pacts. He inflicts it on his allies, driving them to greater heights for fear of him. And he uses it to strengthen himself, cultivating a deep fear of death in order that he may always fight his strongest. With this fear, he walks forth and conquers, knowing that nothing anyone can do is more terrible than what he has already imagined. Instinct: To conquer and enslave
- Strengthen minions via fear
- Weaken foes with weaponized terror
- Weave fear to bind people
- Command terrified minions to attack
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Coffin Golem Solitary, Large Smash (d10+4 damage) 23 HP 7 armor Forceful, Reach Special Qualities: Unliving Vampires exist in a precarious position. They are powerful and deadly, but at the same time their weaknesses are well know. Particularly their helplessness during the day, where they must rest in their coffins. Then, one night, one vampritic wizard thought to himself, "I wonder if I could merge my coffin with the body of one of my golem servants?" Instinct: Protect the Master
- Protect its vampire master from harm
- Drive someone away by force
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Great Viper Solitary, Large, Stealthy Vicious fangs (d10+4 damage) 20 HP 2 armor Forceful, Reach The Great Viper is a snake of immense size - large enough to swallow a man whole. Its poison is strong enough to lay out an elephant in large doses, though in smaller doses it has more unpredictable effects. The Great Vipers do not exclusively hunt humans, but they do favor them as prey - especially the humans who ride horses. Great Vipers do love their horseflesh. Instinct: To hunt and eat
- Poison someone
- Strike from out of sight
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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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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