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Flesh Hunter Horde, Small Slash (d8 damage, messy) 3 HP 0 armor Hand, Messy, Armor worth 2x Small creature that hunts the flesh of living. Easily killed but found in large numbers that can overwhelm unprepared opponents. Its right arm is a curved serrated blade that excels at ripping apart flesh, and if not deflected by armor is sure to leave a scar. Its left arm is a large hand with greatly oversized slender fingers for grabbing and returning it's rendered flesh to it's dark task master. Instinct: To harvest flesh for it's master.
- Slashes enemies with a goal to dismember.
- Armor against attacks is worth double. Serrated blades works best on flesh.
- Returns the meat in can carry to it's task master.
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Gore Demon Group, Large Knock prone (d4 damage) 10 HP 0 armor Hand A stout muscled creature that carries an absurdly large cauldron. It's found with packs of demons that hunt the living for their meat. The flesh is added to cauldron where a dark magic immediately begins it's work. Instinct: To fill it's cauldron with the flesh and blood of the living.
- Sweep kicks or body checks that knock down or stun.
- When the cauldron is full, he summons a portal to return his bloody cargo.
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Stone Legion Commander Solitary, Large, Intelligent Stone Claymore (d10+2 damage) 20 HP 5 armor Forceful, Near The leader of the Stone Legion has the spirit of the Sorcerer King's right-hand-man fused to it. It still has the intelligence of a living man, but an unrelenting dedication to protect his king. Standing easily 10 feet tall, the Commander is the most imposing part of the Legion - and the most dangerous. Instinct: To defend the Sorcerer King
- Call another Legion phalanx
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Stone Legion Warrior Horde, Organized, Cautious Stone Lance (d6 damage) 11 HP 2 armor Close, Near Besides all the ghouls and zombies infesting the Tomb of the Sorcerer King, there is a legion of soldiers, their stone faces carved to resemble exactly the men who were sacrificed to be the undead guardians of the tomb. They will stop at nothing to protect their master's final resting place, and though some of them are missing, curiously smashed to pieces, the legion is still hundreds strong. Instinct: To defend the Sorcerer King
- Arise as one
- Charge relentlessly
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Fixer Solitary, Magical, Intelligent whirling saber (b[2d10+4] damage 1 piercing) 12 HP 2 armor Close, Forceful Fixers propagate and offer dangerous, arcane narcotics to a population. Eventually, the consumers become addicted and under the complete control of the Fixer. In this way they've been known to usurp steadings from within. Instinct: to spread addiction
- provide something to 'Relieve the Pain'
- hypnotize someone with their writhing magical tattoos
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Marilith Solitary, Magical, Intelligent, Terrifying steel sharp talons (d10 damage 2 piercing) 12 HP 1 armor (tight leather) Close, Near Special Qualities: four arms Mariliths are sometimes produced from unions of demons and humans. They are invariably attractive and tall in stature, with a wicked intelligence and exceptional cruelty. Instinct: To be the center of attention
- Mesmerize others with a mystical dance
- fire magical darts from 4 arms ago once
- Use her talons to torture
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Nehwon Gladiator Lizard Solitary, Intelligent, Construct Claws (d10 damage 2 piercing) 16 HP 2 armor Close Special Qualities: Magical Creation This extremely rare creature is only found naturally on the Bleak Shore of Nehwon. Eggs of the gladiator lizard may occasionally be taken from the Bleak Shore and the hatchlings uses as guards or in zoos.Gladiator lizards appear to be of magical or alien origin. They seem never to need food or other nourishment.They are large lizardoids with huge sharp claws instead of hands. Young lizards emerge from their eggs fully grown and the eggs can be enspell to hatch when disturbed by intruders. Their lifespan seems to be considerable – two decades or more. This is especially useful when they are used as guardians, since they cannot be tamed or otherwise civilized. In such cases, there is always a fail-safe device that can cage or otherwise restrain the gladiator lizards if the owner wishes to visit his valuables. Instinct: Destroy
- Hatch and Attack
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Giant Lampfrey Solitary, Terrifying Bite (b[2d10] damage 1 piercing) 12 HP 0 armor Close, Near Say hello to the giant lamprey, an ancient eel-like critter that’s the bane of many a river system, latching onto victims like adventurers and draining their blood or scraping away their flesh right down to the bone. Instinct: Drain blood
- Strike
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Bog Mummy Strangle (d8 damage) 14 HP 0 armor Close, Near Special Qualities: Undead A bog mummy is a human cadaver that has been naturally mummified in a peat bog. Such mummy bodies, are also called as a bog zombie; a type of undead it resembles more than a traditional mummy. Unlike most ancient human remains, bog mummies have retained their skin and internal organs due to the unusual conditions of the surrounding area. These conditions include highly acidic water, low temperature, and a lack of oxygen, and combine to preserve but severely tan their skin. While the skin is well-preserved, the bones are generally not, due to the acid in the peat having dissolved the calcium phosphate of bone. The overall impact is to make them tougher than the average zombie. Instinct: Guard
- Lurch
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Toadfolk Group, Small, Stealthy, Intelligent, Hoarder Talons (d6 damage 1 piercing) 6 HP 0 armor Close Cunning little tribal denizens of the swamp, Toadfolk view outsiders as a useful sources of beloved shiny objects to gaze at in wonder or extra protein. Toadfolk love to disarm intruders and then demand protection money. If wounded they will attempt to flee. Instinct: Disarm with tongue
- Leaps
- Extort Bribes
- Disarm with Tongue