a Special Forces

Description:

War golems, simulacrums of fearsome opponents. Stuff like that.

Bio:

3 x Wraithguard War Golem
Improved Glass Golem. ACR 2, CR 10. Dimutive (Fine)
Attacks 1 Speed 2 Consumption 0
HP 12 (2d10) Defense 12, DR 2
Melee Offense 2 Damage 6, 1 attack
Ranged Offense 2 Damage 0
Equipment:
Special Abilities Immune to Magic
Morale: + 2
Tactics: Standard, Withdraw

Krysanothax
Adult Green Dragon Vampire Simulacrum. ACR 4, CR 12. Tiny (Fine)
Attacks 1 Speed 2, Fly 10 Consumption 0
HP 20 (4d8) Defense 14, DR 5
Melee Offense 4 Damage 8, 1 attack
Ranged Offense 4 Damage 4, 1 attack
Equipment:
Special Abilities Breath Weapon: The army can make ranged attacks equal to its maximum attacks, with a Range of 2 and Maximum Damage rating equal to it’s ACR. In either the Ranged or Melee phases, it’s first successful attack deals +1d4 points of damage
Energy Drain: If the army damages an enemy, it reduces the enemy’s Offense and Defense by 1 for 24 hours
Fear: If the army damages an enemy army, that army must attempt a Morale check (DC = 10 + your army’s ACR). Failure means the enemy army is afraid and can’t attempt an Offense check to attack during the next phase. If an army fails a Morale check during a phase in which it is already afraid, it routs.
Morale: + 5
Tactics: Standard, Withdraw

Warform Syzygy
The Ultimate Killing Machine. ACR 5, CR 13. Tiny (Fine)
Attacks 2 Speed 2 Consumption 0
HP 30 (5d10) Defense 15
Melee Offense 7 Damage 10, 1 attack
Ranged Offense 5 Damage 0
Equipment:
Special Abilities Pounce (Melee Offense + 1, Attacks + 1), Trample (Melee Offense + 1, Damage + 1)
Morale: + 2
Tactics: Standard, Withdraw

a Special Forces

Until Thy Kingdom Come ineluki cthulhucultist