-
Fallen Farrow Horde, Organized, Terrifying Cleavers (d6 damage) 11 HP 1 armor Close Special Qualities: Oinks ominously Farrow are terrible creatures, undead they're even worse. They'll just eat and eat and eat and eat. When they're dead they'll keep doing that until they burst themselves and continue on, unless bade otherwise. Instinct: To Devour
- Swarm in
- Bring forth more of them
- Eat their prey
-
The Obliviator Solitary, Huge, Magical, Construct Thinaun fists (b[2d10+7] damage 3 piercing) 28 HP 6 armor Reach, Forceful, Ignores Armor, Near, Messy Special Qualities: Devourer of souls, Eater of magic, Aura of disquiet Golem-making is both an art and a science. In either case madness can easily grip those who are making such things. But if there's one thing worse than madness, especially in these circumstances... it's hubris. What might otherwise possess someone to make them think that making a huge golem out of the soul-sucking alloy known as thinaun would be a good idea - but then to also empower it so it can drain souls away to power itself and then use that power to unleash blasts of energy? It would be laughable if someone hadn't actually attempted it, and worse... succeeded. Instinct: To Obey/To Annihilate
- Inhale souls
- Unleash a blast of soul energy
- Smash through anything in its way
-
Boneshard Skeleton Group, Magical, Construct Blade and boneshard (d8 damage 3 piercing) 10 HP 1 armor Close Special Qualities: Necrotic nexus Some necromantic experiments fare worse than others. For instance, it turns out it's possible to tie a necrotic nexus to the... framework of a skeleton that you animate, especially if you make the proper modifications to let it discharge appropriately. But only a fool would use one in their presence, they are barely stable and notorious for exploding in a necrotic haze when too heavily damaged. Still, if they're doing something on your behalf, makes people regret messing with your things... Instinct: To kill and obey
- Explode in a burst of necromantic energy
- Discharge baleful energies
-
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
-
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
-
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
-
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
-
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
-
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
-
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