The tall skeleton rasped out a command to its two companions, they lurched through the ruins towards their leader who threw a bag of coins on the ground before them.
‘Our prey comes near?’ one asked in a harsh voice.
‘Very near, the sorcerer Stork has paid well for us to attack, but not kill,’ the leader replied.
‘Not kill?’ the third huge skeleton asked, seeming to put disappointment into its emotionless voice somehow.
‘We do not kill them, we just wound them for our employer, a mage, a fighter a priest and a thief draw near,’ the lead skeleton said sternly.
As Chalk, Koram, Valance and Navnen entered the old ruins the trio of doombringers sprang their plan into action.
No. Enc.: 1 (1d4)
Alignment: Neutral (with Chaotic tendencies)
Movement: 60’ (20’)
Fly: 120′ (40′)
Armor Class: 3
Hit Dice: 4+4
Damage: 1d6 (punch/kick, or by weapon)
Hoard Class: XXx2
The doombringers are rare undead, looking like 8′-10′ tall human skeletons, usually wearing heavy leather boots and often with ragged clothing and different objects strapped to them, things like oars, huge bottles, dragon bones, etc. These creatures radiate Fear (as the spell) in a 30′ radius that affects all creatures under 3HD that fail a saving throw versus spells. Doombringers haunt ruins and abandoned cities, sometimes attacking in small packs, walking or flying slowly through the wreckage of civilizations to find their prey. In rare situations these intelligent undead will hire themselves out as shock troops or assassins for evil wizards or clerics. These creatures also like to hover outside of windows scare those within.