Agram, Zombie Ape God Solitary, Huge, Divine, Hoarder, Terrifying
Clobber (b[2d12+7] damage 2 piercing) 30 HP 1 armor
Reach, Forceful, Near
Special Qualities: Glory decayed, Fears fire

Agram is starving and diseased; its hair has gone patchy and its skin has begun to rot—Agram is beyond pain. Its right eye is gone, leaving behind only a black void. Agram fears fire, and is drawn to the sound of the gong. Agram’s bones cannot be harmed. After death, all of Agram’s flesh will dissolve, leaving behind only the immaculate skeleton. Agram attacks with its long arms. Its wrists are as large around as a man’s waist, and it can bodily lift a fighting man with a single hand. Agram will seek to devour anyone it catches. Agram is not good at splitting its attention, and the single eye gives it a large blind-spot. Agram can leave its cave when actively chasing prey, but will always return shortly afterwards. The decay of its form greatly increases if it travels above ground. Instinct: To consume human flesh

  • Grab in its giant mitts
  • Toss like a rag-doll
  • Ignore pain
  • Come to the dinner gong
  • Chow down
Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.

Created by: PublicOpinion