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Void Skeleton Group, Planar, Terrifying Claws, terrible appendages (d8 damage) 14 HP 3 armor Close, Reach, Near Special Qualities: Flesh Absorption: grow new appendages, Flesh-stealing At places where the veil between our plane and the Void are thin, the dead are unquiet. Steeped in centuries of otherworldy energies, the bones of the fallen become hateful aberrations themselves, unstuck in form, possessed by evil forces beyond mortal ken. The Void Skeleton absorbs flesh with its touch, and twists it into gruesome weaponry. Instinct: To torture and consume life
- Rise again
- Absorb and pervert living flesh
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Ark Mantis Group, Organized Scythe-like forelimbs (b[2d8+2] damage 1 piercing) 6 HP 1 armor Close, Near Test monster using the Mantis from the game Ark:survival Instinct: Devour
- Pounce
- Shrieking click
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Deinonychus Horde, Stealthy, Terrifying Claws (d8+2 damage 1 piercing) 3 HP 1 armor Close, Near Special Qualities: Vicious scream/roar. This large but sleek dinosaur has vicious, snapping jaws and feet that end in large talons for gutting prey. Instinct: Hunting
- Pounce.
- Grouping up on a prey.
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Guardian Spirit Solitary, Magical, Divine, Intelligent, Planar, Amorphous Psychic Assault (d10+2 damage) 19 HP 5 armor Close, Ignores Armor, Far The Guardian Spirit was put in place by the Ancients to keep the Ancient Evil from the hands of mortals. Instinct: To keep the Evil contained
- Guards against Ancient Evil
- Steal Your Breath
- Invoke Your Fear
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Steven Skele-wings Solitary, Large, Magical, Divine, Planar, Terrifying A spell, which rips the bones out of living (and dead) flesh (b[2d12+2] damage 3 piercing) 50 HP 9 armor Forceful, Far Special Qualities: It has no skin, and has wings made of bones First of all, it has no skin whatsoever. It has a large owl-like head with no feathers. It has a rhinoceros horn on it's beak. It has the horns of a bull and the spines on it's head are from an echidna. It has the body of a human child, but with no arms. It has giant thorns for legs. And last of all, it has colossal skeletal wings where it's arms should be.😈 Instinct: To gather and steal bones
- Rips the bones out of village people
- Unknown incantations and magic
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Blood Golem Solitary, Large, Magical, Terrifying, Amorphous Engorged Fists (d10+2 damage) 27 HP 5 armor Forceful, Near Special Qualities: Sanguinary Flesh Formed in foul alchemical rituals, Blood Golems can shift from a flowing liquid to a hardened solid as needed. They have a rudimentary intelligence sufficient to follow simple instructions from their summoner. Instinct: To absorb
- Engulf its enemies
- Flow past obstacles
- Harden into an armored scab
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Beastly Aberration Group, Terrifying Tentacle Lash (d8+2 damage) 10 HP 1 armor Close, Reach Special Qualities: Paralyzing Tentacles Some foul experimentation or invocation of elder evil has brought forth a beast that should not be. Tentacles lash out from its back, and those who have fought one and somehow survived described their touch like lightning. To them, all others are prey to be hunted. Instinct: to hunt
- Lash out at prey
- Paralyze with its touch
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Giant Stag Beetle Group, Large Beetle horn (d8+1 damage 1 piercing) 10 HP 3 armor Special Qualities: Flight, Darkvision These large scavengers can be quite competitive, charging their enemies with their horns to smash them to pieces. Instinct: To eat
- Charge opponents
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Julian Solitary, Intelligent Hand-made bow (b[2d10] damage 2 piercing) 12 HP 1 armor Close, Far Julian is an expert marksman currently in the service of the Donnels of Lowry Grove. He was an excellent hunter set to marry his fiance, Tifa, five years ago when the Dark Lord's men arrived. Shortly after that, the Donnels sent a small force which kidnapped Tifa. Without his bow, Julian was beat into submission and brought before Barnaby Donnel. If he ever wanted to see his fiance again, he would wait for two humans, an orc, and a salamander to come from the Bronze Tower and assassinate them. Instinct: To never feel helpless again
- Fire from concealment