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Description

* Our series on Horrorspawn continues!

* Ehrlgren: Constructs created for the purpose of spreading corruption.

* Have many powers that cause problems for magicians.

* Draamf Ehrlgren: Big, disgusting monstrosities.

* Increases astral corruption in the area, nauseating miasma.

* Ray of corruption: Ranged attack that can remove spell effects or corrupt matrices.

* Kaschrek Ehrlgren: Gaunt, gray humanoids.

* Ranged attackers, operate behind physical constructs and target the back line.

* Kruhz Ehrlgren: Misshapen humanoids of melted corpse flesh.

* Multiple mouths that continuously wail, causing Harried penalties.

* Robiech Ehrlgren: Hairless, scarred, gangly humanoids that could stand ten feet tall.

* Fast, cunning, ambush attackers.

* Gnashers: The most basic Horror type; hordes roamed the surface during the Scourge.

* Semi-mindless bestial entities that devour whatever they encounter.

* Likely the first true Horror adepts are likely to face.

* Crackjaw: 18-foot-tall monsters with two mouths, front limbs with long, sharp spikes.

* “Like a T-rex gone bad.”

* Deepcrawler: Long, snake-like tunnelling Horrors.

* Their aura causes vertigo in those nearby, bite damages their target’s armor.

* Gravetail: Lizard-like Horrors with eight legs and four tails.

* Can drain Recovery tests from its victim which the Horror uses to heal itself.

* Can target Mystic Defense with their physical attacks.

* Gyre: Flying, pony-sized Horrors with bright plumage.

* Can reduce target’s Wound Threshold and cause multiple Wounds.

* Slitherhorn: Large, canine Horrors with slender, pointed head.

* Can create darkness, long-range tentacles, enhanced charge.

* Spikestalker: Horse-sized feline Horrors with large saber-like teeth.

* Ambush predators that hunt in packs.

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