TEXT: ~Credits~
  WRITING and Design: Bill Benham
  Development and Art Direction: Robert J. Schwalb
  editing: Tom Cadorette
  Proofreading: Jay Spight
  Graphic Design: Hal Mangold
  LAYOUT: kevin and Kara hamilton
  ILLUSTRATIONs: Biagio d'allessandro,  
  Mirco paganessi, and julio Rocha
   From Beyond this World is ©2018 Schwalb Entertainment, LLC.  
  All rights reserved.
  Shadow of the Demon Lord, Monstrous Pages, From Beyond this World,
  Schwalb Entertainment, and their associated logos  
  are trademarks of Schwalb Entertainment, LLC.
  Schwalb EntErtainmEnt, llc
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com      www.schwalbentertainment.com
  Monstrous Pages for  
  Shadow of the Demond Lord
  It usually begins with random dissections of farm 
  animals, such as pigs, cattle, and even horses. After that, 
  the children go missing—the foolish or the unwanted, 
  the strays and orphans who won’t be quickly missed. 
  Soon, though, they’re found in the same condition 
  as the mutilated livestock, precisely divided into so 
  many oddly shaped parts, spread out and arranged in 
  mysterious patterns, the cuts and slices impossibly neat, 
  well beyond the skill of the finest chirurgeon in Rûl. 
   For those few who know the meaning behind this, 
  the strange, bloody remains are an obvious sign: the 
  reen have arrived, with an obsessive curiosity that drives 
  them to brutal and horrific experimentation on the 
  denizens of Urth. From Beyond this World joins other 
  installments of Monstrous Pages by revealing secrets 
  of some of the most notorious creatures found in the 
  world. In the following pages, the reen receive extensive 
  treatment, details that highlight their origins, activities, 
  and new options to make them the perfect antagonists 
  for your Shadow of the Demon Lord adventures!
  
  2
  Origins Far-Flung
  The reen are clearly not of Urth. Machine-like 
  creatures far more advanced than clockworks, they  
  are composed of a sphere-like metallic core to  
  which a tangle of writhing tentacles are attached.  
  A single large eye is mounted in their center, always 
  glowing red, as if a bright furnace burns within them. 
  Possessed of a cold, calculating intellect and practical 
  cunning, their penchant for dissecting living creatures 
  as well as for dismantling complex machinery is 
  known throughout all of Urth. Despite this, no one 
  has ever communicated with them—or, if any have, 
  none survived to tell the tale. The reen recognize no 
  boundaries and prowl the whole of the world, the 
  grisly remains of their experiments left in bizarre 
  patterns wherever they go.
   Alien Creations: Urth is not the only world to suffer 
  the coming of the Demon Lord. Across a void so vast, 
  another world, not unlike Urth, has fallen under the 
  Demon Lord’s shadow, but with direr consequences. 
  Once filled with continent-spanning empires founded 
  upon the mystical fusion of magic and machine, 
  their planet now rots and burns at the edge of utter 
  annihilation. Faced with oblivion, the best and 
  brightest among them abandoned any notion of ethics 
  and principles to find any way they could to survive. 
  They reasoned that since their efforts to thwart their 
  planet’s doom have all failed, they must instead find 
  some new world to inhabit, regardless of who may 
  already live there. 
   To this end, the creators fashioned the reen, a breed 
  of semi-sentient beings crafted of metal and powered 
  by strange energies. Spreading across the vastness of 
  space and dimension, the reen descend onto worlds to 
  gather what information they can and send what they 
  have discovered back so that their makers can find the 
  best new world to call their own.
   Ruthless Explorers: The reen have spread across 
  the cosmos, piercing the boundaries of countless 
  dimensions, heedless of the chaos and upheaval their 
  intrusions create. With the collection of knowledge as 
  their singular motivation, their efforts and actions are 
  dedicated solely to gathering data about the realms 
  they visit and sending what they learn back to their 
  masters’ home world.
   Unfortunately for those who become the focus of 
  the reen’s curiosity, the mechanized horrors show 
  no consideration whatsoever for their well-being. 
  The reen do what they must, even if it means taking 
  apart a living creature one screaming bit at a time, 
  or reducing a whole community to molten slag in 
  order to determine the durability of locally harvested 
  materials. Each time a reen survives a battle or 
  claims a victim, they add to their already vast store of 
  knowledge about Urth, which in turn improves their 
  chances at ultimately conquering it for their masters. 
   As terrifying and dangerous as the reen are, they do 
  not act with malice—in fact, they have no emotions 
  at all. They maim, kill, and destroy only to collect 
  information, heedless of the suffering they create in 
  doing so. Reen lack the capacity to reflect on the morality 
  of their actions, undertaking their activities with the cold 
  calculation of the machines that they are.
   Built to Last: Constructed of an alloy of metals 
  unknown to Urth, the reen can survive extreme 
  conditions and endure great punishment. If subjected 
  to significant damage, a reen’s first instinct is to retreat 
  from threat and repair itself. As their mission requires 
  self-sufficiency, reen can transmogrify native minerals 
  and incorporate them into their own composition. Their 
  central eye plays some role in this process, emitting a 
  field which deconstructs and modifies inanimate, and 
  sometimes organic, matter. Such matter can then be 
  used to patch up damage and even modify their existing 
  forms, based on the knowledge they have obtained.
   If a reen becomes damaged beyond its ability 
  to repair itself, it detonates in a furious explosion, 
  obliterating almost all traces of its existence, as well as 
  anything around it. Doing so results in the loss of vital 
  information, but it protects the reen and their masters 
  from others learning anything about them or using their 
  own technology against them.
   Fluid Morphology:  Reen anatomy hints at their 
  alien origins. Appearing as armored cephalopods, 
  jellyfish, they move with liquid grace through the air, 
  flying with perfect ease through almost any condition. 
  The reen’s superior mobility comes from a system 
  of eldritch field generators integrated within their 
  superstructure, which lets them negate gravity and 
  move with great speed and precision. 
   Lone Scouts: Dispatched in great numbers, 
  spreading across the universe, the reen approach 
  potential worlds singly and conduct much of their 
  initial exploration alone. Only after they ascertain 
  that a world is potentially habitable by their masters 
  do they signal for other nearby reen to join them, or 
  begin to create copies of themselves using materials 
  harvested from their environment. Even when 
  multiple reen explore the same world, they tend to 
  scout alone, at least until they encounter hostiles that 
  show some resistance to being dissected alive. At that 
  point the reen gather in sufficient numbers to carry 
  out a focused investigation to ascertain whether the 
  threat is one that could hamper their masters’ efforts 
  at colonization, and, if so, deal with it accordingly.
   Exploration and Investigation: When a reen reaches 
  a particular world, it begins its explorations far from 
  inhabited areas, scouring the wilderness to survey the 
  basic features of the plane as well as to collect specimens 
  from the local flora and fauna. Once the reen has 
  determined the world’s viability for habitation, it moves 
  on to collect information about more complex species 
  and different regions, usually with the aid of one or more 
  copies it has made of itself. 
  
  3
   
  Reen adapt their tactics based on the threats they 
  encounter. When faced with overwhelming force, 
  a reen is quick to quit the battlefield and process its 
  opponent’s strengths and weaknesses in order to devise 
  better tactics when it returns to collect the specimen. 
  Reen are not above ambushing potential targets and 
  many deploy traps to secure and neutralize dangerous 
  opponents to be studied without interference. 
   Communing Across the Vast: In abandoned mines, 
  caverns, and atop high mountains, the reen build 
  communication arrays to transmit their findings 
  to their masters across the vastness of space. Reen 
  choose these sites for their defensibility and isolation, 
  as building the beacons takes a considerable amount 
  of time and resources. Even then, the reen protect 
  these transmitters with drones (see below) they 
  construct from creatures whose lives they “spare.”
   Each beacon is an organo-mechanical device 
  powered with energy drawn from the environment 
  that can propel messages across any distance at 
  unfathomable speeds. When reen have gathered 
  substantial information, they set to work building 
  the transmitter, using materials they plunder from 
  their surroundings. Reen take whatever resources are 
  easiest to acquire, so nearby towns and villages might 
  be stripped of everything from arrowheads to plow 
  blades, anvils to copper pots. 
   It usually takes several weeks of collection and 
  construction for the reen to complete one of their 
  bizarre antennae. The devices are incredibly unnatural 
  in appearance, their non-Euclidean geometry 
  offending the eye and disturbing the mind. Made of 
  metal fused with flesh, vibrating with an intensity that 
  loosens the bowels and hurts the teeth, the beacon 
  pulses its messages across the vast nothing.
   Unhealthy Replication: While reen are not living 
  beings, they can make copies of themselves. Each 
  reen body incorporates several hundred pounds of 
  various ferrous metals, several chunks of precious 
  stones such as diamonds, and the brain matter 
  and nervous systems of a dozen or more sentient 
  creatures. The reen assembles the new form from 
  these components over the span of several weeks 
  and then invests the copy with a portion of its own 
  energy, which gives the new reen the semblance of 
  life. At this point, the reen imparts its programming 
  and information it has accumulated thus far. Since 
  the process of building a copy takes so much time, 
  and quickening the copy takes a considerable 
  amount of energy, reen make copies rarely. Once a 
  reen has made a copy, it must wait weeks or even 
  months before its personal energy stores have 
  recovered enough to create another one. 
   In this way, reen act as both explorers and 
  colonizers. Once suitable conditions are established, 
  protocol dictates that information be transmitted 
  back and that the reen establish a foothold. However, 
  the establishment of a foothold does not necessarily 
  mean an imminent invasion—the masters, if they 
  still exist or have not yet found another world, 
  might wait until the last possible moment to set 
  out to ensure they make their decision with all the 
  information they can gather.
   A Growing Cyst: Efficiency drives reen in 
  everything they do. This is why reen never waste 
  resources anesthetizing their victims prior to 
  dissection. So, when reen find little resistance to 
  their investigations, they might establish a cyst 
  where a small town once stood. From a distance, 
  the community appears as it always did, but close 
  inspection reveals tendrils of cold, oily metal 
  snaking through wattle-and-daub houses, barns 
  holding farm animals connected to a barrel-sized 
  tumor via snaking metal pipes, and residents 
  trudging about with pulsing, metallic nodules 
  along their heads.
   Colony maintenance falls to the drones, which 
  the reen create via bio-mechanical tumors capable 
  of subverting the will of living creatures. Locals 
  are immobilized, the tumors implanted into their 
  brains by removing the skin and bone in a 1-inch-
  radius circle on the victim’s head. The implant erases 
  the creature’s mind and replaces it with a service 
  algorithm to ensure total obedience as a reen drone. 
  The resulting drone can relay its experiences to reen 
  and other drones via a sub-audible frequency.  Thus, 
  reen can manipulate a small population to ensure 
  compliance and a more consistent environment for 
  testing. An individual reen can control up to twenty 
  drones at a time, so larger groups of reen might 
  control hundreds of drones.
   The Invasion of Urth: Urth is but one world visited 
  by the reen, albeit one that began with great promise. 
  Arriving shortly before the Demon Lord’s arrival, the 
  first reen explorers found a world ripe for conquest, 
  ideal for colonization. 
  
  4
   That changed somewhat with the Demon Lord’s 
  arrival. The corruption and decay on Urth are 
  nowhere near as advanced as on their masters’ home 
  world, so the reen continue their efforts to study 
  life here. The ultimate objective, which has not yet 
  been realized, is the construction of a gateway that 
  will allow the reen’s creators to come to Urth. Those 
  few scholars who know of the reen believe that 
  this might already be underway, far to the south, in 
  the Patchwork Lands, in a small, abandoned town 
  shunned by locals and avoided by travelers, from 
  whence reports of reen have come. Beneath its streets, 
  reen antennae pulse with arcane energy and a giant 
  ring of meat and steel is being crafted, a gateway to 
  something terrible that Urth has not yet seen.
  Customizing Reen
  Reen are identical when first created and change in 
  appearance and form only after they discover, analyze, 
  and deconstruct materials suitable for physical 
  adaptation into their bodies.
  Oculus of Analysis
  When suitable conditions are at hand, reen can 
  modify their central eye to better examine and 
  counteract the arcane. These reen are denoted 
  by a central eye offset by a bladed iris capable of 
  focusing its naturally emitted light into a coherent 
  beam. This beam is capable of rapidly assessing and 
  deconstructing matter for ease of analysis.
   
  INCREASE BY 1 DIFFICULTY STEP
  Defense +1
  Strength –1, Agility –1
  MAGIC
  Power 2
  Destruction break (3), dissolve (2), erode (1)
  Oculus of Obscurity
  The ability to hide is paramount when reen select and 
  track targets. Some reen, given favorable conditions, 
  can modify their central eye in such a way as to render 
  themselves invisible. It is a draining process the reen 
  can use only sparingly, but it provides a tremendous 
  temporary tactical advantage. 
   
  INCREASE BY 1 DIFFICULTY STEP
  SPECIAL ACTIONS 
  Obfuscate Sight If the reen does not have a penalty to 
  its Health, it can use an action, or a triggered action on 
  its turn, to become invisible for 1 round. Once the reen 
  uses Obfuscate Sight, it takes a –5 penalty to its Health. 
  At the end of each round, roll a d6. On a 5 or 6, the 
  penalty disappears.
  Oculus of Scrutiny
  One of the more common upgrades found among 
  reen that have been active in areas with aggressive 
  inhabitants, the oculus of scrutiny allows the reen to 
  immobilize a target, lift it up, and rotate it so that the 
  reen can find the best places to cut.  
   
  INCREASE BY 1 DIFFICULTY STEP
  SPECIAL ATTACK 
  Holding Ray The reen can use an action to emit a beam 
  of light at one Size 2 or smaller creature or object 
  within medium range. The reen makes an Agility 
  attack roll against the target’s Agility. On a success, 
  the target becomes immobilized for as long as the 
  reen concentrates. If the line between the target and 
  the reen is interrupted at any time, the effect ends 
  immediately. While immobilized in this way, the target 
  is also defenseless. Each time the reen uses an action to 
  concentrate on this effect, it can move the target up to 
  5 yards in any direction and hold it there or the reen can 
  make a tentacle attack against the target.
  Sample Reen
  Reen adapt to their environments and experiences, 
  changing their natures as needed to continue their 
  mission. Reen active in a region for a time might 
  develop new capabilities that set them apart 
  from their peers more significantly 
  than the minor upgrades 
  they might make on 
  themselves.
  Optional Rule:  
  Reen Adaptation
  Reen learn from their experiences and share their 
  experiences with other reen. Whenever a reen 
  encounters a group of characters and survives, it 
  takes time to adapt its tactics to better address 
  those characters when it or its fellow reen within 
  100 miles go to study them again. These improved 
  tactics can apply just to the original reen or might 
  be disseminated to other reen within range at 
  your option. 
   
  Improving Tactics When a creature the reen 
  has previously fought would attack the reen, the 
  reen imposes 1 bane on the creature’s attack roll 
  and the reen makes the challenge roll to resist 
  the attack with 1 boon. As well, the reen makes 
  attack rolls against creatures it has previously 
  fought with 1 boon and it imposes 1 bane on such 
  creatures’ challenge rolls to resist its attacks.
  
  5
  Reen
  Most reen encountered in the world act as scouts, 
  whose programming drives them to gather 
  information about the terrain and creatures in it. 
  Some search for raw materials with which they can 
  construct beacons to communicate their findings to 
  their makers while others drift from place to place, 
  dissecting the creatures they choose to study, oblivious 
  to the harm they cause, their only concern being the 
  acquisition of as much information as possible.
  REEN 
  DIFFICULTY 50
  Size 1 construct
  Perception 15 (+5); darksight
  Defense 18; Health 25; Insanity —; Corruption —
  Strength 13 (+3), Agility 13 (+3), Intellect 11 (+1), Will 12 (+2)
  Speed 12; climber, flier
  Immune damage from disease or poison; asleep, charmed, 
  compelled, diseased, frightened, poisoned
  Detonation When a reen becomes incapacitated, it dies 
  instantly and explodes. The blast extends into a 5-yard-
  radius sphere centered on a point within its former 
  space. Everything in the area takes 3d6 damage. Each 
  creature in the area must make an Agility challenge roll, 
  taking half the damage on a success.
  ATTACK OPTIONS 
  Tentacle (melee; reach +2) +3 with 2 boons (1d6)
  SPECIAL ATTACKS 
  Tentacle Flurry The reen flails at everything in a 3-yard 
  cone originating from a point it can reach. Each creature 
  in the area must get a success on an Agility challenge roll 
  with 1 bane or take 3d6 damage.
  SPECIAL ACTIONS 
  Evade and Strike When a creature makes an attack 
  against the reen’s Defense or Agility, the reen can use 
  a triggered action to impose 1 bane on the triggering 
  creature’s attack roll. If the attack misses, the reen moves 
  up to half its Speed and attacks the triggering creature 
  with its tentacle.
  Reen Vivisector
  The dissection and study of living beings is 
  one of the first major experiments reen tend to 
  make. Understanding the threats and the general 
  usefulness of indigenous life is one of the highest 
  priorities of their mission. Thus, when reen can 
  secure enough building materials, usually ores and 
  minerals, they upgrade themselves, becoming even 
  deadlier hunters, suited to stalking, abducting, and 
  surgically deconstructing creatures with terrifying 
  ease. Reen vivisectors sport additional limbs as well 
  as an array of brutal tools designed to part flesh and 
  bone. Flicking blades, stilettos, hooks, and retractors 
  crown the machine’s tentacles eagerly seeking new 
  specimens to examine. 
  REEN VIVISECTOR 
  DIFFICULTY 250
  Size 1 frightening construct
  Perception 15 (+5); darksight
  Defense 18; Health 80; Insanity —; Corruption —
  Strength 11 (+1), Agility 13 (+3), Intellect 12 (+2), Will 12 (+2)
  Speed 12; climber, flier
  Immune damage from disease or poison; asleep, charmed, 
  compelled, diseased, frightened, poisoned
  Detonation When a reen vivisector becomes incapacitated, 
  it dies instantly and explodes. The blast extends into 
  a 5-yard-radius sphere centered on a point within its 
  former space. Everything in the area takes 4d6 damage. 
  Each creature in the area must make an Agility challenge 
  roll, taking half the damage on a success.
  ATTACK OPTIONS 
  Tentacle (melee; reach +2) +3 with 2 boons (2d6 plus 
  Paralysis)
  Paralysis If the target is a living creature of flesh and blood, 
  the reen injects the target with poison. The target must 
  get a success on a Strength challenge roll with 1 bane or 
  become poisoned for 1 hour. While poisoned in this way, 
  the target is stunned.
  SPECIAL ATTACKS 
  Dissection The reen vivisector takes apart one stunned or 
  unconscious creature it can reach, which kills the target 
  immediately. Each creature that can see the act must  
  get a success on a Will challenge roll with 1 bane or gain 
  1 Insanity.
  Tentacle Flurry The reen vivisector flails at everything in  
  a 3-yard cone originating from a point it can reach.  
  Each creature in the area must get a success on an 
  Agility challenge roll with 1 bane or take 3d6 damage.
  SPECIAL ACTIONS 
  Evade and Strike When a creature makes an attack 
  against the reen vivisector’s Defense or Agility, the reen 
  vivisector can use a triggered action to impose 1 bane on 
  the triggering creature’s attack roll. If the attack misses, 
  the reen vivisector moves up to half its Speed and 
  attacks the triggering creature with its tentacle.
  
  6
  Reen Spellbreaker
  Perhaps the greatest threat reen face comes from 
  individuals capable of wielding magic. Reen have 
  little experience in using magic, though some learn 
  to do so, so when they encounter a creature armed 
  with spells, the reen might devote time and attention 
  to the field of energy that powers those spells. From 
  its efforts, the reen learns how to dampen the magical 
  field around itself, thus reducing the threat spells pose 
  to its work.
  REEN SPELLBREAKER 
  DIFFICULTY 500
  Size 2 construct
  Perception 17 (+7); darksight
  Defense 18; Health 150; Insanity —; Corruption —
  Strength 11 (+1), Agility 13 (+3), Intellect 12 (+2), Will 14 (+4)
  Speed 12; climber, flier
  Immune damage from disease or poison; asleep, charmed, 
  compelled, diseased, frightened, poisoned
  Detonation When a reen spellbreaker becomes 
  incapacitated, it dies instantly and explodes. The blast 
  extends into a 10-yard-radius sphere centered on a point 
  within its former space. Everything in the area takes 5d6 
  damage. Each creature in the area must make an Agility 
  challenge roll, taking half the damage on a success.
  Dampening Field The reen spellbreaker emits a field of 
  antimagic that extends out in a 5-yard radius centered 
  on a point in its space. All creatures and objects in the 
  area take half damage from spells. When a creature casts 
  an attack spell against a target into the field or affecting 
  an area inside the field, the field imposes 2 banes on the 
  attack roll and grants 2 boons on challenge rolls made to 
  resist the spell. Finally, when a creature in the area would 
  cast a spell, it must first make a Will challenge roll with 
  1 bane. On a failure, the creature expends the casting to 
  no effect and wastes its action doing so.
  ATTACK OPTIONS 
  Tentacle (melee; reach +3) +3 with 2 boons (3d6)
  SPECIAL ATTACKS 
  Cutting Beam The reen spellbreaker focuses a deadly 
  beam of crimson energy from its central eye at a 
  creature or object within medium range. The reen 
  spellbreaker makes an Agility attack roll with 1 boon 
  against the target’s Agility. On a success, the target 
  takes 3d6 + 4 damage from the beam’s burning intensity. 
  If you are using Battle Scars and the total of the attack 
  roll is 20 or higher, beating the target number by at least 
  5, the beam also burns off one of the creature’s limbs.  
  If you don’t use Battle Scars, the attack instead deals  
  2d6 extra damage.
  Tentacle Flurry The reen spellbreaker flails at everything  
  in a 3-yard cone originating from a point it can reach. 
  Each creature in the area must get a success on an 
  Agility challenge roll with 1 bane or take 3d6 damage.
  SPECIAL ACTIONS 
  Break Spell When a creature the reen can see within 
  medium range would cast a spell, the reen can use a 
  triggered action to break the spell. The reen makes a  
  Will attack roll against the triggering creature’s Will.  
  On a success, the creature expends the casting, but  
  the spell has no effect.
  Evasion When a creature makes an attack against the 
  reen spellbreaker’s Defense or Agility, the reen can use 
  a triggered action to impose 1 bane on the triggering 
  creature’s attack roll. If the attack misses, the reen 
  spellbreaker moves up to half its Speed.
  Reen Drone
  Created when a reen control tumor is implanted 
  into the brain of a sentient creature, a reen drone 
  is an automaton. Reen drones are as diverse as the 
  creatures on Urth. Bent and twisted by living nodules 
  of machinery, the drones emit a low, disturbing drone 
  that causes fear and confusion. Reen drones are also 
  implanted with helpful tools such as saws, blades and 
  tongs. Capable of subsisting off almost any organic 
  matter, drones are hardy and capable fighters that 
  work in concert with one another via their shared 
  experience with other drones and their creators.
  Creating a Reen Drone
  To create a reen drone, apply the following 
  modifications to the base creature. Transformation 
  into a drone is permanent and cannot be undone. If 
  the base creature had a soul, the soul remains trapped 
  in the body until the body is destroyed.
  	 Difficulty:	The creature’s Difficulty increases to 5 if 
  it was less than 5.
   Descriptor: The creature’s descriptor changes to 
  construct.
   Attributes: The creature’s Strength increases to 13 if 
  it wasn’t 13 already. Its Intellect drops to 5 if it’s higher 
  than 5, and its Will increases to 15 if it’s less than 15.
   Characteristics: The creature increases its Health by 
  5 and drops its Speed by 2 (minimum 2). The creature 
  does not have an Insanity score and cannot gain 
  Insanity. If the creature had a Corruption score before 
  being transformed, it retains that score, but cannot 
  gain more Corruption. The creature’s Perception score 
  becomes 15 and its Power score becomes 0.
   Traits: The creature gains the following traits.
  Frightening The creature gains the frightening trait 
  (Shadow, page 214).
  Darksight The creature gains the darksight trait  
  (Shadow, page 215).
  Immune damage from disease or poison; asleep, charmed, 
  compelled, diseased, frightened, poisoned
  Self-Repair When a reen drone becomes incapacitated, it 
  does not die. Instead, roll a d3 to determine the number 
  of rounds the drone must wait until its body repairs 
  itself. If the reen drone takes any damage while it’s 
  incapacitated, it’s destroyed. Otherwise, at the end of 
  this time, the reen drone heals 3d6 damage, stands up, 
  and takes the next available turn.
  Disquieting Drone Each living creature within short 
  range of the reen drone must make a Will challenge roll 
  with 1 bane. A creature gains 1 Insanity on a failure, or 
  becomes immune to all drones’ Disquieting Drone until it 
  completes a rest.
   Weapons: The creature can use whatever weapons 
  it wielded before its transformation, but is usually 
  equipped with a tool limb, which counts as a basic 
  weapon with which the drone can make attack rolls 
  with 1 boon that deal 1d6 damage. The tool limb 
  cannot be dropped and the drone cannot be disarmed 
  unless the appendage is cut off. 
  
  7
  Sample Drones
  Here are a few sample drones of creatures the group 
  might encounter at one of the reen cysts.
  REEN DRONE COMMONER 
  DIFFICULTY 1
  Size 1 frightening construct
  Perception 13 (+3); darksight
  Defense 10; Health 16; Insanity —; Corruption —
  Strength 13 (+3), Agility 10 (+0), Intellect 5 (–5), Will 15 (+5)
  Speed 8
  Immune damage from disease or poison; asleep, charmed, 
  compelled, diseased, frightened, poisoned
  Self-Repair When a reen drone becomes incapacitated, it 
  does not die. Instead, roll a d3 to determine the number 
  of rounds the drone must wait until its body repairs 
  itself. If the reen drone takes any damage while it’s 
  incapacitated, it is destroyed. Otherwise, at the end of 
  this time, the reen drone heals 3d6 damage, stands up, 
  and takes the next available turn.
  ATTACK OPTIONS 
   Tool Limb (melee) +3 with 1 boon (1d6)
  END OF THE ROUND 
  Disquieting Drone Each living creature within short 
  range of the reen drone must make a Will challenge roll 
  with 1 bane. A creature gains 1 Insanity on a failure, or 
  becomes immune to all drones’ Disquieting Drone until it 
  completes a rest.
  REEN DRONE MERCENARY 
  DIFFICULTY 10
  Size 1 frightening construct
  Perception 13 (+3); darksight
  Defense 17 (mail, large shield); Health 25; Insanity —; 
  Corruption —
  Strength 13 (+3), Agility 10 (+0), Intellect 5 (–5), Will 15 (+5)
  Speed 8
  Immune damage from disease or poison; asleep, charmed, 
  compelled, diseased, frightened, poisoned
  Self-Repair When a reen drone becomes incapacitated,  
  it does not die. Instead, roll a d3 to determine the 
  number of rounds the drone must wait until its body 
  repairs itself. If the reen drone takes any damage while 
  it’s incapacitated, it is destroyed. Otherwise, at the end  
  of this time, the reen drone heals 3d6 damage, stands 
  up, and takes the next available turn.
  ATTACK OPTIONS 
  Sword (melee) +3 with 1 boon (1d6 + 2)
  Tool Arm (melee) +3 with 2 boons (1d6)
  Large Shield (melee) +3 with 1 boon (1d3)
  Crossbow (long range) +0 with 1 boon (2d6)
  END OF THE ROUND 
  Disquieting Drone Each living creature within short  
  range of the reen drone must make a Will challenge roll 
  with 1 bane. A creature gains 1 Insanity on a failure, or 
  becomes immune to all drones’ Disquieting Drone until  
  it completes a rest.
  REEN DRONE PATROLLER 
  DIFFICULTY 5
  Size 1 frightening construct
  Perception 13 (+3); darksight
  Defense 14 (hard leather, small shield); Health 16;  
  Insanity —; Corruption —
  Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 15 (+5)
  Speed 8
  Immune damage from disease or poison; asleep, charmed, 
  compelled, diseased, frightened, poisoned
  Self-Repair When a reen drone becomes incapacitated, it 
  does not die. Instead, roll a d3 to determine the number 
  of rounds the drone must wait until its body repairs 
  itself. If the reen drone takes any damage while it’s 
  incapacitated, it is destroyed. Otherwise, at the end of 
  this time, the reen drone heals 3d6 damage, stands up, 
  and takes the next available turn.
  ATTACK OPTIONS 
  Tool Arm (melee) +3 with 1 boon (1d6)
  Spear (melee) +3 (1d6)
  END OF THE ROUND 
  Disquieting Drone Each living creature within short 
  range of the reen drone must make a Will challenge roll 
  with 1 bane. A creature gains 1 Insanity on a failure, or 
  becomes immune to all drones’ Disquieting Drone until it 
  completes a rest.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Monstrous Pages/SDL1819 - Monstrous Pages - From Beyond This World.pdf