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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
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Coffin Golem Solitary, Large Smash (d10+4 damage) 23 HP 7 armor Forceful, Reach Special Qualities: Unliving Vampires exist in a precarious position. They are powerful and deadly, but at the same time their weaknesses are well know. Particularly their helplessness during the day, where they must rest in their coffins. Then, one night, one vampritic wizard thought to himself, "I wonder if I could merge my coffin with the body of one of my golem servants?" Instinct: Protect the Master
- Protect its vampire master from harm
- Drive someone away by force