-
Zombie Cattle Dog Group, Small, Construct Bite (d8 damage) 14 HP 0 armor Close Special Qualities: Follow orders, protect the heard It was a dog. It's dead now. Yet, it still follows the directions of its master to protect and guide the master's herd of cattle. Instinct: Attack anything that gets too close to the herd
- Keep the cattle safe
-
Blind Cave Snake Group, Devious Bite (d6 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Sense Vibrations A large, blind, albino snake that lives in caves. It can sense the vibrations caused by movement and usually lies in wait for prey to move by. Then it strikes faster than the eye can see and coils around its prey, crushing it to death before swallowing it whole. Instinct: to hunt
- Quick Strike
- Constrict prey it's bitten
-
Gargantuan Solitary, Huge, Construct, Terrifying Slam (d12+7 damage 2 piercing) 28 HP 3 armor Reach, Near, Forceful, Messy Special Qualities: Cyborg Gaurdian, Giant Beast Legends tell of enormous beasts tasked with guarding the most sacred and powerful of places on earth. Each has the form of a familiar animal, but is taller than most water towers. No one remembers how they came to be or if they even still exist. If the gargantuans are real, they are beings of the old world, for certain, and likely as run-down, twisted, and dangerous as anything else from that time period. Instinct: to Destroy in a Blind Rage
- Crush the insignificant
- Give a deafening roar
- Knock over obstacles
-
Slow Mutant Group Claws & Teeth (d8+2 damage) 10 HP 1 armor Close, Forceful These creatures are the descendants of people exposed to things that warped their DNA. Slow is a bit of a misnomer. They are as fast as any human, they simply are slow to react to their surroundings and tend to be only as smart as a toddler. However, they have a near constant hunger for fresh meat and are stronger than most people. They prefer their prey to be still living as they consume them. Instinct: To consume living prey
- Consume warm flesh
-
Ground Lurk Solitary, Large, Stealthy Tentacle (d10+2 damage) 16 HP 1 armor Forceful, Reach Special Qualities: Burrow beneath the earth Ground lurks are basically balls of tentacles with enormous mouths. It moves slowly through the earth and likes to lie in wait near paths, roads, and watering holes for prey to go by. Its long tentacles will reach out and drag prey as large as a buffalo into its maw. Due to its ability to burrow through the earth, they are typically difficult to kill. That being said, if a victim can severe or otherwise ruin a tentacle, the ground lurk will retreat and wait for easier prey. Instinct: To grab unsuspecting prey
- Drag prey into its maw
- Lie in wait under the ground
-
Winged Devil Group, Large Talons (d8 damage 1 piercing) 10 HP 0 armor Special Qualities: Sonar, Flight This horrific cross between a vulture and a bat is a flying nocturnal predator the size of a horse. They use sonar to find their prey at night and prefer to drag unwary victims high into the air and drop them to their deaths. Once killed or incapacitated by such a fall, the winged devil then swoops in for a feast. Instinct: Feed on the unwary
- Snag prey and drop from on high
-
Spectral Knight Solitary, Magical, Intelligent, Cautious, Construct Spectral Weapons (b[2d10+4] damage) 12 HP 6 armor Close, Forceful, Ignores Armor Special Qualities: Knows the will of its Master, Commands lesser undead When a vital or favored minion of a powerful being (lich, dragon, god, etc.) is killed, they may be given another chance to serve their master in death. The spectral knight is a champion of their master's cause. Though they are often given great latitude in how they carry out orders, the spectral knight's entire existence is intimately tied to the will and well-being of their master. Those whom fail in their given duties may well be thrown into oblivion. Indeed, should their master ever be destroyed, the spectral knight's doom is also certain. Instinct: To serve its Master.
- Steal the life essence of the living.
- Smother an enemy in the Chill of the Grave.
-
Digger Horde, Tiny, Terrifying Claws & Teeth (d6-2 damage) 7 HP 0 armor Hand, Ignores Armor Special Qualities: Burrowing, No Two Alike Diggers are tiny creatures formed from the strange matter of chaos. While they share common characteristics, such as conical heads, over sized hands and feet ending in large claws, and lamprey like mouths filled with sharp teeth, no two are exactly alike. They exhibit multiple limbs of various number and placement. Their large claws and over sized hands and feet allow them to burrow through any loose soil as fast as a man can run. They prefer to attack victims en mass by bursting out of the earth around them. Instinct: Consume the Unwary
- Boil Forth from Below