“What is that?” Chalk asked Koram as the adventurers looked at the body of the creature that they had just slain. It’s wolf-like head looked thoroughly evil, its bat-like wings torn by weapons and magic.
“I don’t know, but I hope that there aren’t more of them around, that one got the jump on us,” the fighter replied.
“I think I hear something,” Gnybaro said.
Suddenly the air began to darken unnaturally.
“Not again,” Koram said.
“I have some spiders coming,” Valance offered.
“I hope this time they know who to bite,” Chalk snarled.
Valance turned and smiled a little evil smile. Although quite accidental, the nip that Chalk suffered had amused the priest of the Spider God.
No. Enc.: 2d4 (1d12)
Movement: 120′ (40′)
Fly: 180′ (60′)
Armor Class: 5
Hit Dice: 4+4
Attacks: 1 (weapon)
Damage: 1d6 or by weapon
Hoard Class: VI
In dark ages long ago a community of humans fell deep into the worship of an infernal lord. The vile creature completely isolated and ensnared these people and as they descended into madness and evil, they transformed. Resembling wolf-headed and winged humanoids covered in dark fur, dreadhearts now patrol lonely mountain passes or deep underground dungeons, looking for converts or prey.
Dreadhearts have infravision (90′ radius), which they use to organize hunting parties at night. Clerics can turn a dreadheart as a demon or devil. It is not unknown for dreadhearts to have 2-3 spell-like abilities, usually such powers as Darkness, Protection from Good or Web.