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Allip Group, Devious, Amorphous Psychotic flailing (d6 damage) 13 HP 3 armor Close, Ignores Armor Special Qualities: Mind wracked with madness, Undead Allips are the unstable ghosts of people who were quite insane when they died. Their maddened souls not flitter about, infecting others with their own deranged mental state. The poor souls have little to no comprehension of what's going on, their instabilities only exasperated by death. Instinct: To act out its insanity
- Babble madly
- Inflict confusion with a touch
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Homunculus Solitary, Tiny, Devious, Construct Tiny claws (d6-2 damage) 16 HP 0 armor Hand Special Qualities: Flight, Construct A homunculus is a small flesh and blood construct animated by a mage as a personal assistant. The being is wholly dependant on the existence of its master and if that link shatters, they go of the deep end. Instinct: To serve master
- Communicate with master
- Inject anaesthetic venom
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Gelatinous Cube Solitary, Large, Devious, Amorphous Acidic push (d8 damage 2 piercing) 19 HP 1 armor Special Qualities: Transparent A slime monster shaped into a cube, perfectly sized for many underground hallways. It is completely mindless, subsisting on whatever grime, pest and adventures blunder into it. Instinct: To feed
- Engulf food
- Paralytic slime
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Grick Solitary, Stealthy Beak (d10 damage) 12 HP 4 armor Close Gricks are opportunistic predators. Despite their look, their flexible hide is very thick and durable, often to the surprise of those who try to fight them off. Gricks don't feed on each other, but besides that does not seem to care for one another in any capacity. Instinct: To feed
- Camouflage itself
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Manticore Group, Large Jagged bite (b[2d8+2] damage) 10 HP 0 armor Manticores a fierce and fearless predators. They attack either by savaging their prey with teeth and claws, or flinging their less damaging but piercing spines from their tail. Little dissuades them once they've decided something is going to be their launch. Instinct: To feed
- Launch Spikes
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Assassin Vine Group, Large, Stealthy, Devious Strangling vine (d6 damage) 10 HP 1 armor Reach Assassin vines a sneaky plants that grapple and crush anything that gets too close in order to feed upon their nutrients. The most efficient tactic is to run away, as the plant has no means of moving away from where it is rooted. Instinct: To feed
- Grapple
- Camouflaged among plants
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Corpse Prophet Solitary, Large, Divine, Devious, Intelligent, Construct Malformed appendage (d8+2 damage 1 piercing) 26 HP 1 armor Reach Special Qualities: Undead Corpse prophets are sacred beings in churches that revere undeath. Created not by mortal necromancers but by their deity itself, the corpse prophet rises only from the most accomplished of teh faithful, fighting the enemies of the church with divine wrath and necrotic fury. Instinct: To serve its deity
- Bring down divine wrath
- Infectious attacks
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Leukodaemon Group, Large, Devious, Intelligent, Hoarder, Planar Unholy rifle (d6 damage 3 piercing) 14 HP 3 armor Special Qualities: Empowers diseases Leukodaemons directly serve the Hoseman of Pestilence, working as biological warfare specialists of the daemonic horde. They have no mercy, spreading plague and contagion in order to secure victory for teh daemons. Instinct: To spread pestilence
- Unleash a plague swarm
- Viral attacks
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Nosferatu Solitary, Stealthy, Magical, Intelligent, Hoarder Overwhelming strength (b[2d12+4] damage 2 piercing) 16 HP 1 armor Close, Forceful Special Qualities: Undead Nosferatu are truly ancient vampires. As decades pass, more and more of their mortality is flushed from their body, until they are so warped and alien they cannot even create new vampires. This, however, is the only thing age takes from them. In all other respects, nosferatu reign supreme. Stronger, more powerful and resistant to common vampire banes. Instinct: To drain blood
- Drink blood
- Transform into an animal
- Dominate minds
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Sea Hag Tamer Solitary, Magical, Intelligent, Hoarder, Terrifying Aquatic Crush (b[2d10+2] damage) 12 HP 1 armor Close, Forceful, Ignores Armor, Far Special Qualities: Aquatic Some sea hags develop a great empathetic bond with the dennizens and enviroemnts of their aquatic homes. This bond not only allows them to communicate with the animals they share their domain with, but also improves their control over natural forces. Instinct: To do whatever it damn well wants
- Hex people
- Take on a horrifying guise