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Goblin Cat Solitary, Small, Stealthy, Devious, Terrifying Claws (d8 damage 1 piercing) 12 HP 0 armor Close Special Qualities: Disgustingly long-legged, Wretched mockery of a cat The goblin house cat is a far cry from the cuddly things we have above ground. With great, spidery legs, and bloated, pale eyes, they are barely recognizable as the pets we keep in our world above. They do, however, share our cats' capacity for cruelty, and goblins do nothing but encourage it . . . Instinct: Cause mischief
- Frighten the innocent
- Sneak through tunnels
- Alert its goblin masters
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Ur-Vile Group, Magical, Organized, Intelligent, Construct, Terrifying They bear staves which harness dark power. (d8 damage) 6 HP 1 armor Close, Near, Far Special Qualities: They can run on all fours faster than they can upright., The ur-viles were made by the demondim. They are not born, they are made., Their roynish torsos are inordinately long, having short limbs, so can walk normally or on hands and feet. They have a long flexible neck, a hairless head, pointed ears, and a mouth that is a mere slit. Their nostrils are in the center of their faces and they have no eyes. The Ur-Viles are an ancient race created by the Demondim before they were destroyed. They were then corrupted by Lord Foul and since then have fought for him. They fight in a wedge formation the leader at the front as the formation increases their power. Instinct: Seeks power, often in the service of dark masters in exchange for more power.
- Masters of dark lore.
- Through their staves they can wield a wide array of powers.
- They can form into fighting "wedges" in which each member adds their strength to the leader at the front of the wedge.
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Unicorn Solitary, Large, Magical, Divine, Intelligent, Terrifying Glittering horn (d12+4 damage 4 piercing) 22 HP 4 armor Special Qualities: Too beautiful to be real Not a true monster, the unicorn is as old as the sea, old as the moon. Protectors of forests, legend has it that only the truly pure of heart can approach a unicorn. Both beautiful and terrible, their horns have the power to slay dragons or bring a dying innocent back from the brink of Death's kingdom. Instinct: Preserve purity
- Heal the hurt
- Shatter dark magic
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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