2. INNSMOUTHER Fanatic, Cthulhu
"...They’ve ben telling things about Innsmouth—whispering ’em, mostly—for the last hundred years, I guess, and I gather they’re more scared than anything else. Some of the stories would make you laugh—about old Captain Marsh driving bargains with the devil and bringing imps out of hell to live in Innsmouth, or about some kind of devil-worship and awful sacrifices in some place near the wharves that people stumbled on around 1845 or thereabouts..."
-H.P. Lovecraft, The Shadow Over Innsmouth One of the human/Deep One hybrids that populate the ill-omen'd town of Innsmouth, this figure would depict a shabbily-dressed man with thinning hair, goggle eyes, oversized feet, slouched posture, and a generally "fishy" look...
Plot Twists: +0
M:05-04-03-X Mob (Horde)*
A:08-07-06-X Strength In Numbers (Pack)**
D:13-12-11-X Sacrifice The Weak***
*Up to three monsters of the same type may be moved as a single action, provided they begin and end their movement in a contiguous formation, and do not exceed the movement value of the slowest member of the group; mark only one of them with an Action Token. Monsters using Horde movement may not Frenzy.
**For each friendly monster of the same type adjacent to the same opponent, modify this monster's Attack value by +1.
***If a friendly monster with the Cthulhu class is damaged while adjacent to this monster, you may choose to assign the damage to this monster instead.