-
-
Rug of Smothering Solitary, Large, Magical, Stealthy, Construct Smothering (d10 damage) 20 HP 6 armor Ignores Armor Special Qualities: Can Fly, Can Fly Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death. A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura. In some cases, a rug of smothering is disguised as a carpet of flying or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim. Instinct: To stop theives
- Smother whoever steals from its creator
- Lays dormant until the 'theif' tries to take something of its' Masters.
-
Flying Sword Solitary, Small, Magical, Construct, Amorphous Sword (b[2d10] damage 1 piercing) 19 HP 5 armor Close, Near Special Qualities: Flying A flying sword dances through the air, attacks in a frenzy of a master swordsman who knows he cannot be harmed... without the soft fleshy bit holding it. It lays dormant, unable to discern between a regular sword and this enchanted one. Instinct: To engage in battle
- Attacks indiscriminantly
-
Animated Armour Group, Cautious, Construct Sword (d8 damage) 14 HP 6 armor Close Special Qualities: Hollow Armour, Never Rests This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor. To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation. Instinct: To defend a place/it's creator
- Stop intruders from passing through it's domain
-
Swamp Drake Solitary, Large Acidic Jaws (d10+2 damage) 16 HP 1 armor Special Qualities: Frightful Aura Instinct: Swallow Biological Material, Defend Its Lair, Expand Its Territory
- Belch Poison
-
Temporal Clone Solitary, Organized, Intelligent, Cautious Wrist Claws (b[2d10] damage 2 piercing) 12 HP 5 armor Close A clone of its creator, brought to the present from an instant in the future or past. Instinct: To aid the original
- All the moves of the original
- Telepathically contact the original
-
Beheaded Group, Tiny, Construct Flying Headbutt (d8-2 damage) 10 HP 0 armor Hand Special Qualities: Flight, Undead The animated head of a being, the beheaded is magically capable of flight and comes in a wide variety of forms. Instinct: To obey its creator
- Display a variety of abilities depending on the creature
-
Grimple Horde, Tiny, Devious, Intelligent, Planar Hurl Debris (d4-2 damage 1 piercing) 3 HP 0 armor Hand, Near Grimples are urban decay incarnate, the fey manifestation of every pothole, broken wire and rotting facade. They li in cities, sabotaging mechanism and causing incident, perpetuating, Instinct: To perpetuate urban decay
- Can vomit at will
- Spreads lice with a touch
-
Hobkins Horde, Small, Intelligent, Planar, Terrifying Eerie Claws (d4 damage 1 piercing) 3 HP 0 armor Close Special Qualities: Can levitate, Master of Jump Scares Hobkins gremlins, like all gremlins, like to destroy something. In the hopkins case, they like to rend apart any feeling of safety. The wage campaigns of terror against people, setting up horror movie-esque scenario in order to drive people to the brink of sanity. They are even willing to risk their lives in order to further frighten their victims. Instinct: To make people afraid
- Redirect missed attacks
- Slightly out of phase, granting a -4 penalty on ranged attacks