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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.
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Grave Bear Solitary, Large (d10 damage) 20 HP 1 armor Special Qualities: Fourteen 10 Instinct: Run away from adventurers.
- Lock Jaw
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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+)