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Cannibal Plague Victim Horde, Hungry, Terrifying Teeth & Nails (d8 damage) 7 HP 0 armor Close Special Qualities: Caked with blood and gore A deadly disease spawned by an ancient demon or elder god of hunger, it infects the body and spirit of its victims, turning them into near mindless, savage, and flesh eating hordes. Those who survive an attack are at risk of infection with the disease itself, which will transform the victim into a savage cannibal within days if not treated. Few sages and healers know the cure for this plague, as it requires a mixture of medicine and mysticism. Instinct: to Consume
- Devour and spread disease
- Infect survivors
- Swarm and overwhelm
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Shaft Solitary, Magical, Divine, Intelligent, Planar, Funk, Cool Guns, Fists, and Jive (b[2d12+4] damage 4 piercing) 22 HP 6 armor Close, Forceful, Reach, Ignores Armor, Far Special Qualities: No one understands him but his woman Little is known of the ancient god-king known as Shaft. His strange armaments and bizarre way of speaking are a mystery to others but efforts to speak of the specifics of his abilities often result in the speaker being unable to talk about him or his wondrous powers. Instinct: He's a complicated man
- Risks his life for his brother man
- Unearthly Cool
- Dig it
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Pygmy Minotaur Group, Small, Intelligent Horned Head (b[2d8+4] damage) 6 HP 1 armor Close, Forceful, Near A 3ft tall miniature minotaur. Instinct: To destroy trespassers
- A-gore-able Charge
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Cult of C'thawn Group, Magical, Devious, Organized, Intelligent, Hoarder Ceremonial Dagger (d8 damage) 6 HP 0 armor Close Representative of many cultists and inbred worshippers of eldritch god-things from beyond both the mortal and divine realms, the Cult of C'Thawn are mortal, though they serve things that defy mortal understanding. Seeking nothing less than the resurrection of their half-dead masters and the destruction of all who stand against them, they are surprisingly insidious, with hidden members found in places of influence across the land. Instinct: Worship the Old Ones
- Prepare for the Coming Apocalypse
- Dark rituals & enchantments
- Servitor or eldritch horrors
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Two Year Old Child Solitary, Small, Stealthy, Devious, Intelligent Tantrum (d12 damage) 12 HP 0 armor Close, Far, Ignores Armor The two year old is a creature of deceptive cuteness and guile, that specialize in the manipulation of adults in order to get its own way. Most two year old act alone, but they can cluster in groups known as schools, nurseries or kindergartens. They build dens of toys, flying into furious tantrums when the toys are taken from them. They have only a few weaknesses - a need to nap during waking hours, and a dependency on love and attention. Special care should be taken when approaching a two year old. They can provoke a sense of pity and a need to protect them in adults. In addition some two year olds are known for their ear piercing screams and violent temper tantrums. Other two year olds have been associated with sticky jam or chocolate based attacks known to ruin spell books, fine clothes and jewelry. Instinct: to seek out love, support and attention
- Point out the obvious
- Mock Tears
- Invoke Pity
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Leviathan Dragon Solitary, Huge, Stealthy, Intelligent, Hoarder, Terrifying Crushing Bite (d10+7 damage 2 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Aquatic, Intimidating Water shimmers over shield-size scales, and the beast hangs in perfect balance, suspended in midair for a moment before crashing into the fisherman's vessel. Instinct: to defend it's hunting grounds
- Devour Swimmers Whole
- Use Water to it's Advantage.
- Crack a Hull
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Hag Solitary or Group (3), Stealthy, Magical, Devious, Intelligent, Hoarder, Cautious, Terrifying Fetid tooth and foul claw (d8 damage) 12 HP 0 armor Close Bedraggled beauties lost in the wilderness, desperately in need of rescue and protection are usually just that, women in need. Sometimes... they are horrible creatures lurking in glamoured disguise. Beguilers they, who lust for the true vigor and beauty of youth; who lure hapless adventurers back to dank lairs, to be repeatedly and tortuously used as breeding stock, or to become a meal. Revealed in their true forms, hags appear as grotesquely twisted crones, who gleefully corrupt and manipulate. They decorate their magically hidden caves with bubbling cauldrons, moldering tomes, jars of rare reagents, bones of former lovers, and lost artifacts. They know too much about you, what drives you, and what lies ahead in your future. They occasionally take coven with their sisters to cast dark rituals and meddle in mortal affairs. Instinct: to breed and collect
- Beguile and tempt through illusions and divination
- Foretell the fortunes of others
- Brew poisons and potions
- Curse and hex those who threaten with injury
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Killer Puppet Solitary, Small, Organized, Construct Toy Weapon (d8 damage) 12 HP 2 armor Close Special Qualities: Look like a harmless toy, Carved from enchanted wood Created by enchanters and sorcerers with a flair for the macabre and dramatic, a killer puppet seems like a harmless child's toy but is in fact a minature golem animated by a minor evil spirit. Surprisingly durable and deadly, it can cause alarming damage with savage attacks from its "toy" armaments. Bound to serve its creator or whoever it is directed to consider its master, it delights in taking license with its orders to cause the most havoc, pain, and terror possible. For many who employ the services of such creatures, this is a feature and not a bug. Often these beings are created in troupes, and where there is one there will often be more. Instinct: Do as commanded
- Kills for its master
- Call puppet troupe
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Kinderschreck Solitary, Magical, Stealthy Claws & Sharp Teeth (d10+2 damage) 22 HP 4 armor Close Special Qualities: Twisted & Demonic, Cannot be Truly Killed by the Mundane Dreaded hunter and devourer of children of humanity and other races, the Kindershreck seeks the flesh and souls of the innocent to feed its terrible hunger. It cannot be permanently killed by normal weapons, but can be driven off by enough damage to its corporeal form. Powerful magic or divine energies are required to destroy it forever, but the exact method is unknown to all but the greatest sages and scholars. Instinct: Seek & consume the young
- Stalk & devour the unwary
- Hides in the smallest shadow
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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