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Shardbearer Solitary, Magical, Intelligent, Cautious Shardblade, gauntleted fist, leap (b[2d10+2] damage 2 piercing) 16 HP 7 armor Close, Forceful, Ignores Armor Instinct: Glory and blood
- Cause destruction and fear among the enemy forces
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Mindless Undead Horde, Devious, Organized, Construct, Terrifying Bite (w[2d4+2] damage) 6 HP 0 armor Close, Forceful, Far Special Qualities: It can Smell the living for miles, No matter what limp it's missing it will continue to attack, Its body is decaying. -Those that have lost all that remain of their humanity will act on their primeval instinct fallowing the smell of potential pray, and gathering in large group for protection. Instinct: To eat the flesh of the living
- Travel in large hords
- It can cause ill on those that are bit by them.
- Its growl echoes loudly attracting others.
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Resent Undead Group, Organized, Terrifying Bite (b[3d6+4] damage) 12 HP 0 armor Close, Forceful Special Qualities: Its looks can trick the living, Its blood is thick and black -The Dark Art can sometimes take time to corrupt those in effect, but they are still under their influence. This recent dead can still recall their past but all they want is to consume the living. Their minds are slowly rotting away but they will use it to the bitter end. Instinct: To eat living flesh
- Tricks others of been alive.
- Others will be attracted by loud noise
- They understand langues but can't speek
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Bone Goblin Solitary, Small, Intelligent, Hoarder, Terrifying Clawing (d6+2 damage 1 piercing) 12 HP 1 armor Close Special Qualities: Long, thin fingers, Sharp Claws, Green-gray skin and big, misty eyes. "When the Catacombs were first built, it was to house the dead of the Great Plague. Unfortunately, the architects of the catacombs forgot to consider the effects it would have on the local wildlife. Namely; Goblins. Many Goblin clans lived in the area and once the Catacombs were built, they began to disappear. Soon there were no Goblins left. Only much later did I discover them to be living. They had moved underground and had subsequently been corrupted by the death magics within the Catacombs. They had evolved from gibbering hordes to gibbering loners. Their trademark is their hoard of small beautiful bones (and other bone shaped objects). Dangerous, feisty and maniacal, these poor creatures are best left alone." Instinct: To guard its hoard
- Hoard any bone-shaped object.
- Steal any bone-shaped objects.
- Attack those tampering with bone piles.
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Greater Fire Elemental Solitary, Huge, Magical, Planar, Amorphous Flame Jet (b[2d12+5] damage) 27 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Requires Fuel and Air to Survive, Water Causes 1d6 Damage & Ignores armor A greater fire elemental appears as a very large sheet of flame, roughly humanoid in shape, bearing two arm-like appendages. The only facial features noticeable on a greater fire elemental are its eyes, which glow an intense, bright red. Though they are incapable of speech, greater fire elementals are able to make sounds similar to the hisses and crackles of a large fire, they can use their intense heat to also draw and funnel the wind creating a loud howling noise. Greater fire elementals can form a great flame that resembles a whip that they strike at distant enemies. The whip is also used to slam into the floor creating a temporary river of molten rock. Greater fire elementals tend to survive only as long as there is fuel to feed their insatiable appetites, once the fuel is gone, the fire elemental will die leaving only a pool of hardening obsidian as the only evidence of it's existence. Instinct: To Burn Everything it Can
- Flame Whip
- Create Magma Rivers
- Commune with fire
- Engulf Target
- Melt Weapons and Armor
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Nyarlathotep Solitary, Huge, Magical, Stealthy, Divine, Planar, Amorphous Lashing appendages (d12+7 damage) 33 HP 5 armor Reach, Forceful, Ignores Armor, Near, Far "Don't fail to see Nyarlathotep if he comes to Providence. He is horrible — horrible beyond anything you can imagine — but wonderful. He haunts one for hours afterward. I am still shuddering at what he showed." Instinct: To bring madness
- To carry out divine orders
- Shape-shift into a human.
- Infect the mind, causing the target to lose control
- Use near limitless Eldritch knowledge to perform several rituals.
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Drown Horde, Divine Heavy arm strikes (d6 damage) 13 HP 1 armor Close, Near "How curious the light behaves Reflecting off the dancing waves. Oh how my very being craves A view from down below. Suspended in my watery lair, I would not need to gasp for air, For I'm no longer human there Beneath the icy flow. It's peaceful there, but I have found I still can hear the distant sound Of voices of the souls who drowned And left loved ones to mourn. The lonely wails transmit the pain Of those who just could not remain So journeyed to the unknown plane Of dead souls and unborn. But in this world there still exist Survivors who will always miss The passion of their lovers' kiss That warmed them night and day. Though here above the vast, cold sea, My heart is without tragedy, For I have someone dear to me Who hasn't passed away. Never let that be untrue For I could not bear thoughts of you Trapped underneath the ocean blue Deprived of your last breath. No harm to you would I condone, For I'd be left here on my own To face this tragic world alone, A fate far worse than death." Instinct: To protect their masters
- Serve
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Graxan Heavy Group, Intelligent (sort of), Hoarder Minigun (b[2d8+2] damage 1 piercing) 6 HP 6 armor Close, Near, Far Special Qualities: Fire Belching The Graxan Heavy is the Graxan Empire's meatshield on the battlefield. Only the largest, strongest and quite often dumbest of the Graxans are up to the task. Clad from head to toe in thick metal plates, the Graxan Heavy can withstand sustained fire, while their mini-guns reply in kind. Instinct: To shoot
- Stand and Spray
- Belch Great Balls of Fire
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Necrophidius Solitary, Large, Construct, Amorphous Constrict. Bite. (b[2d10+2] damage) 17 HP 3 armor Forceful, Near Special Qualities: Protect. Black Gate. The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its head a humanoid skull with a snake's jaws. Instinct: Protect place of interest
- Guard.