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Flesh Gorger Group, Stealthy, Construct Bloody claws (d8+4 damage 1 piercing) 10 HP 3 armor Close, Forceful Special Qualities: Tainted blood Crafted from earth, stone, and tainted blood, these denizens are driven to feast upon mortals in hopes of becoming more similar, the price of their success would be unthinkable. Moreover they can be deceitfully difficult to destroy utterly, for power lingers in their fluid forms and this can be utilised by an erstwhile blood mage if they were to accompany them, which is often the case. Instinct: To serve/To feast
- Devour flesh and blood to become more akin to their victim
- Make a bloody mess
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Vampire Blood Lord Solitary, Magical, Stealthy, Intelligent, Hoarder, Terrifying Myriad ancient arms (b[2d12+4] damage 4 piercing) 20 HP 6 armor Close, Forceful, Reach, Near Special Qualities: Unspeakable mind, Polymorphic form Vampires are horrible monsters, capable of breaking the wills of people and making them slaves, only to feast upon their blood and toss the hollow remnants away like bones from a feast. What could rule over vampires? Pray you never find out... Instinct: To rule
- Crush wills with a glance
- Drain blood with a touch
- Work blasphemies unheard of by mortals
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Vampire Blood Mage Solitary, Stealthy, Magical, Intelligent Blood bolt (d12+2 damage 1 piercing) 20 HP 2 armor Close, Forceful, Reach, Ignores Armor, Near, Far Special Qualities: Forbidden knowledge, ancient mind Vampires have all the time in the world, assuming they find enough victims. With that in mind what's to stop them from learning and learning and learning and learning? Turns out the answer's nothing. Instinct: To learn
- Bring labyrinthine plan to fruition
- Siphone blood with uncanny ease
- Wield ancient, forbidden magic
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Vampire Blood Knight Group, Stealthy, Organized, Intelligent, Cautious, Hoarder Razor-edged Sword (b[2d10+4] damage 4 piercing) 10 HP 6 armor Close, Forceful, Messy Special Qualities: Ancient mind, Changing form, Honourbound A knight is a shining beacon of honour and martial prowess. But what happens if a knight is also an unthinkable undying horror with all the time in eternity to practice their skill and refine their blood? Pray you don't find out, lest you find yourself either as a 'worthy foe' to die by the sword or a target dummy to be sacrificed to its unending thirst... Instinct: To fight
- Deliver a crippling blow
- Command with a gaze
- Drink the blood of the swayed or the fallen
- Summon their bloody-handed bretheren
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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
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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
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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
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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