-
Carrion Golem Solitary, Devious, Construct Crushing blow (d6+2 damage) 20 HP 1 armor Close, Forceful Special Qualities: Ward 3 against all non-necrotic magic, Construct Closely related to the flesh golem, but made from more putrid and decaying materials. As a result, the carrion golem is inferior, but also easier to make, as the amount of preservatives and such required is significantly reduced. Instinct: To serve creator
- Stink
- Infect with sickness and shakyness
-
Inferior Necrophidus Group, Devious, Construct Bone pincer (d6 damage) 10 HP 2 armor Close Special Qualities: Construct, Resistant to ranged attacks A necrophidus made with cracked and broken bones. While still capable of serving the same role, the quality of its attacks and defence has been compromised. Instinct: To serve creator
- Sway hypnotically
- Inject paralysing venom
-
Necrophidus Group, Devious, Construct Bone pincers (d6 damage 1 piercing) 10 HP 3 armor Close Special Qualities: Construct, Resistant to ranged attacks A variant of the bone golem, the serpentine necrophidus is made from a variety of bones and serves a much stealthier role than the bulkier golem, often as assasins or ambushers. Instinct: To serve creator
- Sway hypnotically
- Inject paralyzing venom
-
Stirge Horde, Tiny, Devious Stinger (d4-2 damage 2 piercing) 3 HP 0 armor Hand Special Qualities: Disease Carrier Stirges are odd beasts, who slightly resembles teh cross between a bat and a mosquito. They a ferocious blooddrinker, swarming anything living to gorge themselves on their nutritious blood. Instinct: To drain blood
- Attach to host
- Drain blood
-
Derro Horde, Small, Devious Needle Gun (d4 damage 3 piercing) 3 HP 1 armor Close, Near Special Qualities: Mind warped by madness Derro's are the descendants of dwarves who, in ancient times, settled deep underground. No one knows what happened, but when they were found again, they had changed. Clinically insane and warped by unknown forces, the derro are a dangerous lot with a constant, sadistic need to experiment and mutilate. Instinct: To experiment
- Use weakening poison
-
Beastly skeleton Horde, Large, Construct Claws (b[2d6] damage) 11 HP 3 armor Special Qualities: Immune to Cold, Resistant to ranged attacks, Undead The bones of a larger predator animated by a necromancer, often for guard duty. Their vicious armaments makes them considerably more dangerous than your common-or-garden skeleton. Instinct: To serve creator
- Hide among the dead
-
Skeleton Horde, Construct Knuckles (d4 damage) 7 HP 3 armor Close Special Qualities: Immune to cold, Resistant to ranged attacks, Undead Ordinary skeleton of humanoid creature animated by necromancer for some purpose, like taking out the trash, cleaning duty and beating enemies to death. Instinct: To serve creator
- Hide among the dead
-
Drug-Spinner Spider Group, Small, Stealthy, Devious Venomous bite (d6 damage 1 piercing) 6 HP 3 armor Close Drug-spinner spiders are named for their ability to lace their webbing with their potent venom. This same venom also makes for a potent drug when properly treated, resulted in a notable market for these arachnids. Instinct: To feed
- Spin toxic webbing
- Inject confusing venom
-
Giant spider Group, Stealthy, Devious Venomous bite (d6 damage 1 piercing) 6 HP 3 armor Close A spider, but really big. Not much else to say. Instinct: To eat
- Spin webbing
- Inject weakening venom
-
Ettercap Group, Stealthy, Devious, Intelligent Venomous bite (d6 damage 1 piercing) 6 HP 3 armor Close Ettercaps are humanoid beings that has evolved from spiders. They are not quite as intelligent as most humanoids, but close, and possess good problem solving skills. Furtheremore, they have an innate rapport with spiders and can communicate with them to a degree. Instinct: To feed
- Control spiders
- Set traps
- Inject shaky venom