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Skeletal Tomb Guardian Group, Construct Four scimitars (b[2d8] damage 1 piercing) 10 HP 4 armor Close Special Qualities: Four arms Sometimes you want to guard a place for a long time, and undead servants are the best for that indeed. But sometimes it's a matter of scarcity or demand for quality or various other factors... and let's just say that it's much easier to guard a place when you have four arms, each wielding a razor-sharp blade, and that even the bravest of tomb raiders will think twice lest it spill their blood on the dusty tomb floor. Instinct: To guard and obey
- Guard a place or creature
- Rise again
- Inflict a wound that bleeds profusely
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Blazing Skeleton Group, Magical, Construct Flame orb (d8 damage) 10 HP 1 armor Close, Ignores Armor, Near Special Qualities: Blazing aura In necromantic circles, opinions are mixed. The big question is quantity versus quality, but one has to admit that finding a way to mix fire magic into the creation of a skeleton to turn it into a burning horror that can raze a village with nary a regret is certainly an effective terror weapon. Instinct: To Serve
- Be reborn in flame
- Set things (or creatures) ablaze
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Vampiric Cazador Horde, Tiny, Stealthy, Construct Proboscis-Spear (d6-2 damage 1 piercing) 7 HP 0 armor Hand, Ignores Armor Special Qualities: Wings of a giant mosquito, Blood tracker Vampires don't always want to hunt for their food, as they grow older they grow lazier. So they made these creatures from the insects they found, twisting them with their foul blood magic and turning them into undead creatures bolstered by their terrible essence. Now they hunt out creatures, swarming about the living and draining them dry, leaving dessicated corpses before returning with their ill-gotten gains to their masters. Instinct: To Serve
- Drain blood for storage
- Hide in the dark and high places
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Dust Man Horde, Magical, Construct, Amorphous Eroding grasp (d6 damage 1 piercing) 10 HP 1 armor Close Special Qualities: Made of dust, Reborn from dust All is dust, they say. Time destroys all things. The ancients knew this, so they made their ancient guardians with the powers of the gods. The ability to drain the very essence of a victim and turn them to dust is powerful yes, but to be able to affix some measure of that power into their dusty remains and turn them into roughly man-shaped dust clouds with ill intent is entirely another. Ever wonder why these tombs are so dusty? It's not sand, they built it too well to let the sand in... Instinct: To Obey
- Suffocate with dust
- Unleash blinding inner radiance
- Drain life with a touch
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Giant Skeleton Warrior Group, Huge, Magical, Construct Huge Sword (d8+7 damage 3 piercing) 22 HP 4 armor Reach, Forceful, Messy Special Qualities: Covered in wards When a giant dies its remains can go to waste. Not so for the properly enterprising necromancer! Clean and treat the bones, reinforce everything as appropriate, but before you finish the animation process you need to consider what its purpose! Whether guard or soldier you want it to survive don't you? Rivet armour to it and cover it in lots and lots of runes, make anyone taking it on regret ever trying to hit it. Then give it a huge sword and make them regret ever being born. Instinct: To Serve
- Shatter something with mighty blows
- Stand vigil over a place or person
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Ghoul Ancient Solitary, Stealthy, Magical, Intelligent, Hoarder Void burn (b[2d12] damage) 16 HP 4 armor Close, Ignores Armor, Near, Messy Ghouls eat and eat and eat, given the opportunity. With each meal they can gain memories, but what happens if these memories pile atop one another? Memories are knowledge, of sorts, with more and more knowledge and memories and personality, sooner or later they pile upon one another enough that it refines the mind of the ghoul. They become smarter, and able to do more than hunger and eat and hunger and eat. They become aware of their ability, and so they now eat to grow stronger and more knowledgeable, eating magicians to learn spells or warriors to learn skill in battle. If they exist for long enough they can become frighteningly powerful. Once powerful enough it is said they make a pilgrimage meet their erstwhile patron... but not all of them. Instinct: To Grow More Powerful
- Gain memories of their meal
- Utilise uncanny knowledge
- Wield stolen magic
- Gnaw off a body part
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Flameborn Simulacrum Solitary, Magical, Intelligent, Construct, Terrifying Fire magic (d10 damage 3 piercing) 16 HP 0 armor Close, Ignores Armor, Near Special Qualities: Born of flame, Aura of disquiet The primordial flame is not to be wielded without due caution. Sometimes things are created that should not exist, especially if the intricacies of other forms of magic can become interwoven or misspliced into the conjurations of the flame. A gnawing hunger for its own existence is the only thing such creations can feel. Instinct: To Survive and Live
- Absorb magical essence
- Wield the primordial flame
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Moonblind Lunatic Group, Stealthy, Magical, Organized, Intelligent Silvery Weapons (d8 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Unearthly Grace Many scoured by the moon's light turn into bestial creatures, werewolves and the like are among them... but some are not so fortunate, a bestial curse is no joke - but it implies freedom. Those that cannot rebel in such a fashion can be broken and remade by the forces that gaze down from the darkened skies. The pale face of the moon conceals those that envy our verdant world, and seek to conquer the hearts and minds of those that might allow their arrival... Instinct: To Serve Their Patron
- Act in disquieting unison
- Reveal an illusory deception
- Wield lunar magic
- Sing to summon its brethren
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Troll Parasite Solitary, Tiny, Stealthy, Planar, Terrifying, Amorphous Venomous teeth and other misshapen appendages (d12-2 damage 1 piercing) 19 HP 2 armor Hand, Ignores Armor Special Qualities: Regeneration, Ever-mutating form Only a few know this, but there never was an original troll. Something that fell from the heavens perhaps, an infection, a parasite, that grants great regenerative abilities and turns its hosts into what are commonly known as trolls. But without the host bodies they default to this state, if not quickly burned away with acid or fire, a mass of teeth and tendrils and pincers and spider-legs and other such things, weakened but ready to pounce upon an unfortunate, overcome them and create another troll. Now make sure to burn every single body, and don't decapitate them either - that just makes these things more likely to spring up. Instinct: To Claim A Host
- Convert a body (living or dead)
- Spray blinding ichor
- Undo the effects of an attack (unless caused by a weakness, your call)
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Equiceph Group, Large, Stealthy, Organized, Intelligent, Hoarder Massive great axe (d8+2 damage 1 piercing) 14 HP 2 armor Forceful, Close, Reach Merciless and relentless slavers raiding from their forest homes for captives. These horse-headed humanoids prefer to target hobgoblins because they are used to taking orders and are small enough to push around. Equicephs however are not picky and will enslave any creature that they can catch and coerce. Instinct: To enslave
- Sacrifice a slave for an advantage
- Utilise tactics with an uncanny fluidity
- Summon reinforcements