Ok, this is actually a tapeworm head, but still!
Wants: to bite the living. Warmth cannot feel warmth, but still wants it. Created by amateur necromancers and desperate spies, or by a hibernaculum starving to death. Can fit in a pouch or bag. Slithers slowly but inexorably. Not much of a threat individually, but they always seem to swarm.
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- Spells - Archives of Nethys: Pathfinder RPG Database.
- Partnerschaftliche Interaktion: Der Zusammenhang zwischen Familien- und Sozialstruktur, Konfliktpotential, Interaktionsstil und Zufriedenheit in Partnerschaften (German Edition).
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Encounter: a room boot-deep with murky water, and a few corpse snakes. Encounter: a witch drops one down your chimney. Or puts one in your boot.
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Or puts one in the stew. Not very smart. Armour: as leather. Move: normal Morale: 10 they sometimes forget they are dead and run away, but then forget why they are running. Damage: 1d6 pummeling. Toys made by amateur necromancers, or servants so utterly loyal that death is a minor impediment. Will scrub, polish, carry firewood, serve drinks, and hold torches without complaint. The merest spark of a soul inside, but enough to cause them to sneeze without a nose or itch a bit of bone.
The little twitches of life. Encounter: the Baron's old stable-hand died two days ago, but he crawled out of the grave and back to his station. The manor is abandoned. Something has to be done. Encounter: a pressure plate activates a host of servants with torches, platters, and chairs, setting a table for a feast.
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The table has long since rotted away to fragments and part of the floor is gone too. Prince of Persia concept art, source unknown 5 HD: War Spirit Appearance: a heap of armour and weapons and torn flags shaped like a person. A helm with two burning red eyes. Wants: to slaughter, to protect tombs and graveyards.
Has a territory. Armour: as plate Move: normal Morale: 12 Damage: see below. A war spirit is created when the last survivor of a doomed unit of soldiers dies. Banners flow together to form a shroud.
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Swords fuse into misshapen spikes, rings of chain run like water. The war spirit is a hideous, howling thing, and its howl is the shriek of betrayal and iron on iron.
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- Coins and Scrolls: OSR: 12 New Undead Creatures of Varying Power;
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Attacks: Each round, the War Spirit can perform one of three attack patterns. The War Spirit charges forward, swinging its blade in front of it, sending sparks flying. Any targets in front of it must Save vs. Dexterity or take 1d6 damage and be knocked prone. The War Spirit raises its head and roars. All creatures who can cover their ears must Save or take 1d6 damage. Anyone who can't automatically takes 1d6 damage. The first time this happens, PCs and hirelings must also make a Save vs. Fear or a Morale check.
The War spirit moves towards a single enemy and swings down with a chopping blow, then swipes sideways.
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Did you know there is a secret to winning ballgames? It's not the players, managers, money, or luck. It's juju, and no one knows it better than Hart Seely, who may be the world's biggest Yankees fan and juju practitioner. In this uproarious, unforgettable fan confessional, Hart Seely explores how his career and life are inextricably bound to the fate of his beloved franchise, showing that an extreme love can be a powerful passion in the best way.
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