-
Depth Guard Group, Intelligent Twin Axes (b[2d10+2] damage 2 piercing) 10 HP 5 armor Close, Forceful The Depth Guard are the elite vampiric infantry of the Vampire Coast. Blood Knight warriors one and all, they are hand-picked by their masters and given the Blood Kiss, rather than being simply raised from the drowned rabble. Clad in eldritch armour, they are an unstoppable force on the field of battle, unrelenting in their advance. Instinct: To feed
- Deftly lunge
-
Animated Hulk Group, Large, Terrifying Claw (d8+2 damage 3 piercing) 14 HP 1 armor Forceful Special Qualities: It's made from multiple creatures Not all mariners are of human stature and girth. Indeed, many Ogres take passage aboard ocean-going vessels in search of money or food. Thus, not all of Harkon’s eternal indentured servants are man-sized, though for some reason the reanimation process often yields more unpredictable results. Instinct: To destroy
- Barrel towards enemies
-
Zombie Gunnery Pirate Horde Pistols and Handguns (d6 damage) 3 HP 1 armor Close, Near Though their weapons are rusted and sodden, many of Harkon’s Undead Pirates cling to the guns they held so dearly in life. Wielding a shabby collection of black powder weapons long past their best, the Zombies of the Gunnery Mob still gain a small spark of the satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower. Instinct: To attack
- Take out their enemies at range
- Hold their position
-
Zombie Deckhand Horde Cutlass (d6 damage) 3 HP 1 armor Close Special Qualities: Insubstantial Reanimated from corpses of drowned seaman and other unfortunates who perish at sea, Zombie Deckhands serve the eldritch admirals of the world’s oceans to make up the bulk of Undead pirate hordes. Festooned with rusty and corroded cutlasses and polearms, they are controlled with dread enchantments which enable them to be competent as crewmen as well as fighters, making them ideal for piracy. As with all warriors reanimated from the dead, however, they tend to be clumsy combatants, with their advantages mostly being in the fact they have no will of their own so will continue moving forward regardless of injury or futile odds. Instinct: To swarm
- Shamble towards its enemy
- Slash with their cutlasses
- Sail their ships