-
Dagoth (Lizard demon) Solitary, Large, Planar Talons (d12+4 damage) 16 HP 1 armor Forceful Special Qualities: Reverts to statue if horn removed, Only damaged by magic or magical weapons, immune from harm as a statute or horn Dagoth, also referred to as the Dreaming God, was a demon worshipped by the people of Shadizar, particularly Queen Taramis. He participated in a large battle with other evil beings, during which his source of power, a jeweled horn, was broken off. Dagoth fell to Earth in a weakened state and his body turned into stone, becoming a statue. As written in the ancient Scrolls of Skelos, if the horn were found placed in the forehead of the statue, it would bring about the evil god's resurrection, and as long as a virgin girl was sacrificed at the hour of the god's rebirth (in this case, Taramis' niece Jehnna), everything would be fine. Legend holds that Dagoth will grant any wish his restorer desires, but great care should be used in the exact words used for the wish. Unfortunately, the ritual was interrupted by Conan and his companions and Taramis' vizier speared by Zula before he could sacrifice Jehnna, and the end result of this is that Dagoth became angered and transformed into a monstrous, lizard-like beast. The wizard Akiro deduced that Dagoth's horn was his life, and in tearing the horn from the ex-god's forehead, returned Dagoth to his statute form. Later both horn and statue vanished from Shalizar in different eras. Scholars speculate that Dagoth may be related to the ancient evil Zargon in some fashion. Instinct: Destroy
- Rage monster
- Demon of the Ancient World
- Pefers Conan the Barbarian movie
-
Dagonite Priest Solitary, Magical, Intelligent Warps reality (d8 damage) 12 HP 0 armor Close A human priest of the Cult of Dagon, now touched by the madness of the Old Ones. Instinct: Corrupt
- Transform Human Cultists into Dagonites
- Serve the Cult of Dagon (Cthulhu)
- Command Dagonites
- Spread madness
-
Dagonite Group, Small, Construct Trident (d6 damage) 3 HP 0 armor Close Special Qualities: Human transformed by Dagonite Priest, Slave Capturing Nets, Cannabalistic, Aquatic A worshipper of Dagon (Cthulhu) transformed by a Dagonite Priest in a foul ritual into a sterile servitor slave race of frog-fish men. Dagonites will go insane if their controlling creator Dagonite Priest is killed. Some (50%) will then attack everything in sight in a berserker rage (+1 to all attacks) including each other while others (50%) mindlessly flee. If any survive long enough they will return to human form now loathing the Cult and its entire works. Recovered humans can never be transformed again but retain their gills and ability to breathe water. A distant, lesser cousin to true Deep Ones or the Underdark's Kuo-Toas; Dagonites are used as cannon fodder in the Cult of Dagon's War against the Amazons and the Cult's pirate raids and slavery operations. Instinct: Devour Infidels
- Worship Dagon
- Obey your Priest Master
- Capture Slaves
- Hope the world will end
-
Justicar Cultist Horde, Organized, Intelligent, Fanatical Firearms (d6 damage) 3 HP 1 armor Close, Reach, Near Special Qualities: Resolute, Suicidal The Justicars are a group of fanatical zealots inhabiting an island chain near Yanthar. Easily identified by their painted faces and painted slapdash armor, the Justicars are one of the most predominant 'gangs' in this region of Lythera. Relaying entirely on numbers to win engagements, they have attempted to attack Yanthar several times in the past, but the tactical maneuvering of Dynara and the crucial role played by the BVR squad remnants during these encounters have seen the nearly tribe-like repelled time and time again. Currently a tenuous cease-fire is in place, allowing the Justicars to visit the colonies on Yanthar but under a strict curfew of when they most depart. The 'cultist' is the name given by the Yantharians to the rank and file grunt in the Justicars. Armed with shoddy weaponry and armor that barely qualifies as such, they're usually nothing more than cannon fodder used to absorb enemy fire and make way for the more specialized units. Instinct: Territorial Control
- 'Might Means Right'
- Can call for backup
- Unafraid of death
- Mixed Units
-
Giant Amoeba Solitary, Large, Amorphous Acidic Grab (d10 damage) 12 HP 0 armor A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist's experiment gone horribly wrong. Instinct: Dissolve flesh
- Slithers
- Mindless
- Relentless
-
Wereshark Solitary Bite (b[2d10+2] damage) 16 HP 0 armor Close Special Qualities: Vulnerable to Silver The wereshark is an avaricious hybrid of man and shark. These huge predators destroy large caches of fish (and fishermen) and have been known to attack nearly any form of aquatic life, including the intelligent races such as tritons, sea elves, and mermen. The wereshark is a huge, muscular brute when in human form, and it takes the form of a great white shark when transformed. Cruel and arrogant in its human form, a wereshark is even more vicious in its shark form. Custom Move: (When a lycanthrope bites you, ROLL+WIS. On a 10+, you repel the curse. On a 7-9, you go into a bloodthirsty rage for murder until you sleep/fall unconscious. On a 6-, the next full moon will see you join the lycanthrope family.) Instinct: Consume
- Bully
- Serve Cthulhu
- Devour
-
Gutteteer Zombie Solitary, Construct, Terrifying Writhing guts (d10+2 damage) 20 HP 0 armor Close, Forceful, Reach Special Qualities: Undead, Can reanimate corpses, Undead, Nauseating apperance Gutteteer zombies are an example of self-sustaining necromancy. The horrid thing uses its exposed intestines to take control of other corpses, turning them into zombies who serve to protect both it and its creator. Instinct: To obey creator
- Chokes victims
-
Arch Revenant Solitary, Magical, Divine, Devious, Intelligent Execution touch (b[2d8+6] damage 1 piercing) 22 HP 4 armor Close, Forceful Special Qualities: Undead, Comes back from death, A revenant comes about when a person truly feels that their death was unjust. An arch revenant comes about when the entire universe agrees. These undead have suffered such a grievous miscarriage of justice that the world around them bends to help them have their gruesome revenge, submerging the horrid corpse's surrounding in a nightmarish hellscape from which there are few ways to escape. Instinct: To have justice and revenge
- Call upon the method of its murder
- Scarring touch
-
Uninterred Solitary, Stealthy, Terrifying Death grip (d10+2 damage) 20 HP 0 armor Close, Forceful Special Qualities: Suprising The uninterred is a corpse that was either not treated well or something went wrong in the course of proper disposal. This disrespectful treatment has caused resentment in the spirit, which has infected the corpse. The animated body doesn't harbor the deceased's soul, only their ill will. Instinct: To find peace
- Throttle enemies
- Pretend to die
-
Giant Leech Group, Devious Bloodsucking maw (d6 damage 2 piercing) 6 HP 0 armor Close Special Qualities: Aquatic, Weak to salt Very large predatory parasite. Instinct: To drink blood
- Attaches itself
- Sucks out blood, causing weakness and sickness