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Pleasure Golem Solitary, Divine, Magical, Intelligent, Hoarder, Construct, Terrifying Claws and Teeth (w[2d10] damage) 22 HP 1 armor Close Special Qualities: Many body parts stitched together, Inhumanly beautiful The “Science” of the Frankenstein Monster seems more or less handwaved, but comprises cobbling together organic parts and using either lightning or magic. Unlike those, or the typical Flesh Golem, This creature is held together by a Sex Hex. Instinct: To Follow Orders
- Take punishment without complaint
- Heighten Pleasure
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Harmony, the Gargoyle Solitary, Large, Magical, Construct Claws (d10+4 damage 4 piercing) 16 HP 4 armor Forceful Special Qualities: Can see and hear everything within the tower Harmony is the guardian gargoyle, much similar to a harpy, she can fly with huge wings and play an enchanting song that never ends, the end of the song is the password to enter freely to the tower. Surrounded by crows that sing along she is mighty and beautiful. Instinct: to Block intruders
- Play a melody to cast a spell
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Demon seducer Group, Stealthy, Divine, Magical, Devious, Intelligent, Hoarder, Planar Devil tongue (He can proclaim wounds or other inconveniences that affect reality in harmful ways to you) (d6+2 damage) 6 HP 1 armor Close, Ignores Armor, Far The demon seducer is a creature that feeds on mortal's emotions of lust, greed and revenge. It can give you wuhat you want for a terrible price and it doen't like to be played, he gets really mad if that happens. Instinct: To corrupt
- Offer a dishonorable bargain
- Pretend to surrender to connect a Deadly Wound
- Charm someone to take a disadvantageous bargain
- Change to look like someone that you would obey.
- Feed on people's weaknesses healing himself
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Werewolverine Solitary, Intelligent, Cautious Greatsword (d10+4 damage) 12 HP 2 armor Close, Forceful, Reach In humanoid form, they are very muscular and hairy. Unlike other lycanthropes, they are not keen to blend in with society, but would rather be left alone to deal with their bestial rage. They are super territorial, preferring to keep others out of danger in case they lose control. Instinct: keep humanoids out of its territory
- Shift between human, wolverine, and hybrid forms
- Claw
- Bite
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Wolverine Solitary, Small Bite (d10+4 damage) 12 HP 1 armor Close, Forceful Special Qualities: Hydrophobic coat This large, arctic-dwelling, relative of the badger has a coat popular with hunters in cold regions to line jackets to keep the frost out. While perfectly capable of hunting down prey from rabbits to weakened moose on their own, they prefer to not spend the energy on the hunt when they can instead follow bigger predators to scavenge the remains of their kills or scare them off the kill, even brazen enough to try to scare bears off their kills. Instinct: Cache carrion for future meals
- Steal dinner from other predators
- Glutton for meat
- Traverse cliffs and trees with ease
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Weretiger Solitary, Stealthy, Intelligent, Hoarder Claws (b[2d10+2] damage) 12 HP 0 armor Close By day a man, by night a tiger. These men have chosen this way of life, often to enact revenge on someone who has wronged them. They can be identified in beast form by the lack of tail and the cunning to identify and work around traps. Instinct: seek revenge
- Shift between man, tiger, and hybrid
- Blend into society
- Pounce from the shadows
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The Grim Reaper Solitary, Divine, Magical, Intelligent, Hoarder, Planar, Terrifying, Amorphous Great Scythe (b[3d12+6] damage 4 piercing) 21 HP 6 armor Close, Forceful, Reach, Ignores Armor Special Qualities: Made of Bone, Shrouded in Shadow, Speaks in All Caps Death is frequently imagined as a personified force--also known as the Grim Reaper (usually depicted as a berobed skeleton that seems masculine wielding a scythe, although in certain cultures death is perceived as female, and not skeletonized in those cases)--causes the victim's death by coming to collect that person's soul. Other beliefs hold that Death is only a psychopomp, a benevolent figure who serves to gently sever the last ties between the soul and the body, and to guide the deceased to the afterlife, without having any control over when or how the victim dies. Instinct: To complete the circle of life
- Guide souls through the Black Gates
- Syphon Life Energy
- Inescapable
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Engendros del templo Grupo, Grande, Mágico, Inteligente, Planar, Aterrador, Amorfo Garras, dientes y protoplasma (d8+2 damage 2 piercing) 21 HP 5 armadura Vigoroso, Cercano Special Qualities: Sin huesos., Una masa amorfa de protoplasma, ojos y dientes. Los engendros del templo protegen el huevo de su Dios en el interior. Todos forman parte de la misma mente y siempre buscan reclutar a nuevos miembros impidiendo que salgan del templo. Su mantra de locura "Uno de los nuestros, uno de los nuestros" son las únicas palabras que pueden llegar a decir. Quizás en algún tiempo fueron humanos. Ahora rondan los pasillos del templo anillado para llevar la ruina a los aventureros. Instinct: asimilar o aniquilar
- Aparecer en los rincones del templo
- Unido a la mente colmena del huevo
- Emboscar entre las grietas del templo
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Half-Transformed Thug Group, Organized, Intelligent Brutal punches and stabs (d8+2 damage 1 piercing) 10 HP 4 armor Close, Forceful Special Qualities: Immune to acid and can use acid to augment attack Gang-bangers, but these ones have more than just muscles for brains. They've got alchemy coursing through their veins, black dragon ichor and steroids and who knows what else. It's already changing them, and they probably don't even realize--or if they do, they like it. Watch out, if you catch them in an alchemy lab. A lot of the stuff in there is nasty as hell...and they're immune to it. Instinct: Obey gang orders
- Thrash and throw without care
- Double team for double fun