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Skulk Group, Intelligent, Terrifying Whip-Leash (b[2d10] damage) 18 HP 0 armor Close, Reach, Near Special Qualities: It wears the skull of a Grave Bear Skulks grow to much larger than 2 meters and has a zombie like build. Its only form of armour is the skull of a Grave Bear (see Grave Bear) that is uses as a helmet. The skull obscures the wearer until all that can be seen are the glowing blue eyes of the Skulk. Most Skulks use magic to charm Wild Goblins (see Wild Goblin) and keeps them on a leash with spiked collars for hunting; these collars are used as a whip for melee combat. The goblins do not appear to notice the Skulk yet follow all commands given to them; even the orders are suicidal. Skulks are fearless, yet cautious, hunters and are known to flee when certain of defeat. When the Skulk is hunting or is attacked, it will release the goblins to attack where it commands. Instinct: Flee when out numbered.
- Barks at the enemy for psych damage. (1d6)
- Charms Animals (10+)
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Sewer Monkey Horde, Small, Devious Tooth and Claw (d8 damage) 3 HP 0 armor Close After escaping from a visiting circus many years ago, these monkeys have somehow learned to live and thrive in the city bowels. Fur bleached white from strange chemicals, they are small, mean, and sharp toothed. Many larger animals have learned the hard way that it's best avoid their territory and stay out of their path. Instinct: To defend territory
- Overpower through numbers
- Infect wounds
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Animated Clothing Group, Stealthy, Amorphous strangulation (d8 damage) 13 HP 1 armor Close Those with mastery of certain occult forces can ensorcel their wardrobe with a potent spell, causing the clothes to animate as soon as an interloper steps completely inside. The attack is sudden and brutal, as the sleeves attempt to strangle, the pants legs slap, and the belts whip the intruder. Instinct: to guard
- Wrap tightly around the head, blinding foe
- Wait until they enter the closet, then attack
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Cult Summoner Group, Stealthy, Magical, Intelligent Dark Bolt (d6 damage) 6 HP 0 armor Close, Far Description
>You see a robed figure, their face is pale and their eyes burn with dark intensity.
>The figure mumbles a dark incantation and in a burst of fire an infernal portal opens for an instant, allowing a pack of imps to enter your world.
>The figure points to you and your mind clouds with the despair and doubt of a thousand regrets.
>A ball of jet black eldrich energy forms in the figure's hands and shoots toward you.
This dark humanoid has made a pact with a dark god. The god has granted its minions to this cultist. The cultist seeks to spread evil throughout the world. This can involve performing dark rituals, collecting evil artifacts, or converting more dark followers.
Typical strategy
1. Summon demons
2. Fear or confuse the most threatening, or toughest (Usually the warrior type)
3. Shoot bolts
Instinct: to spread demonic evil- Summon 3d3 minor demons
- Cause fear and confusion with dark magic
- Shoot bolts of dark magic
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Grave Bear Solitary, Large Biting and Shaking (w[2d10+4] damage 2 piercing) 20 HP 1 armor Forceful Special Qualities: 10 Grave Bears gained their name to the two tusks that protrude from their lower lip which resemble tombstones. And because they eat people. Behind these teeth are 14 canines that it use to capture prey. Being carnivorous, a father bear can be found hunting for its cubs and mate. They usually have a mossy green pelt or, much rarer, a misty blue pelt. Although considered sacred in most cultures, Grave Bears are captured for sport in arenas and for there skulls (see Skulk codex entry). Instinct: Run away from adventurers.
- They will lock their jaw around a target and shake violently.