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Inchmen (Blues) Horde, Small, Magical, Organized, Hoarder Mind Boggle (d6 damage) 3 HP 0 armor Close, Ignores Armor, Far The Blue Minions' minds appear to be on a different plane of existence half the time. When they do decide to join us their magical-damage skills can be most useful. Instinct: To swarm and show superiority
- Psychic: Able to communicate telepathically and use psionic magic
- Mind Boggle: On the Blue's turn, they make a target do a Int check. On a fail, the target takes psychic damage.
- The Horde: Inchmen can find other groups and move as one big unit. Instead of using these stats, use the Horde playbook
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Inchmen (Greens) Horde, Small, Stealthy, Organized Wrist Blade (d6 damage 1 piercing) 3 HP 0 armor Close Greens can do a great deal of damage if you attach them to an enemy's back. They aren't terribly hygienic I'm afraid. But they are good at sneaking up on things. Instinct: To swarm and show superiority
- Posionous: Any creature that eats a Green is poisoned.
- Wrist Blade: On Greens turn, they pick a target to make a Con check. On a fail, they take damage
- The Horde: Inchmen can find other groups and move as one big unit. Instead of using these stats, use the Horde playbook
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Inchmen (Reds) Horde, Small, Organized, Hoarder Fire Bolt (d6 damage) 3 HP 0 armor Close, Ignores Armor Reds aren't particularly hardy, so you mustn't let enemies get too close to them, Sire. But use them in a horde, and that's a different story. Instinct: To swarm and show superiority
- Fire Bolt: On the Reds turn, they pick a target to make a Dex check. On a fail, the target take fire damage
- The Horde: Inchmen can find other groups and move as one big unit. Instead of using these stats, use the Horde playbook
- Fire Absorbent: Fire damage doesn't do damage, but instead heals Reds
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Inchmen (Browns) Horde, Small, Devious, Organized, Intelligent, Hoarder Bash 'Em (d4 damage) 7 HP 1 armor Close Browns are toughest of all the Minions. They're never ones to shy away from a fight. In fact, it's quite difficult to get them to stop! Instinct: To swarm and show superiority
- Bash 'Em: On the Browns turn they pick a target to make a Str check, on a fail they do bludgeon damage.
- The Horde: Inchmen can find other groups and move as one big unit. Instead of using these stats, use the Horde playbook
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Nahide Solitary, Magical, Divine, Intelligent, Cautious Epitaph (d10+2 damage) 14 HP 5 armor Close The only God who ever felt pity for mortalkind. Dedicated to preserving the world her and her brethren created, Nahide leads the Wild Hunt across the world in an effort to slow the decay that eats at the edges of our reality. Instinct: To preserve existence
- End a spell or effect
- Enforce a law of nature
- Give a glimpse of destiny
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Ak-Baba (Dragon Vulture) Solitary, Huge, Planar, Monstrosity, Terrifying Toothy Beak (d10+7 damage 4 piercing) 24 HP 3 armor Reach, Forceful, Near, Far Special Qualities: St: +3, Dex: + 2, Con: + 3, Int: +0, Wis: +1, Cha: -2 Ak-Baba are a species of enormous vulture-like birds. They are known to be ferocious and violent creatures, eating dead flesh and living for a thousand years. Seven Ak-Baba were brought up by the Shadow Lord and are under his command. The Ak-Baba share a magical mental link with the Shadow Lord, allowing him to see what they see and give them orders from afar. They are among his most loyal and most powerful servants. Instinct: To kill and eat dead flesh
- Flight: Able to distance itself from targets by going into the air.
- Shadow Made: Causes NPCs to go into Despair, making them less useful.
- Poisonous Fume: Ak-Baba smells like Sulfur and Rotten Meat. It can be a warning of their arrival. If in Melee with enemies then enemies have to make Con checks or spend their turn sickened.
- Familiar Senses: The Overlord is able to see what the Ak-Baba's see.
- Quills, Talons, Teeth, and Beak: The Ak-Baba can either do Hack and Slash or Volley on its turn depending on its location.
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Vraal Solitary, Large, Planar, Terrifying Mouth Full of Teeth (b[d8+4] damage 4 piercing) 20 HP 4 armor Forceful The Vraal is a lizard-like creature that roams Dread Mountain and the Shadowlands. They are part of the Shadow Lord's army. Aggressive creatures created and bred only to fight, they are often used to fight prisoners in the Shadow Arena. Instinct: To hunt, kill, and eat
- Stunning Screech: On the Varaal turn, players must make Con check or be stunned for a round
- Shadow Made: Causes Despair to NPCs, making them less useful and more likely to try and run away
- See by Smell: Characters gain no benefit from invisibility against the Vraal. But if its smell is disrupted it is blind
- A Maw with Legs: Those that get bit from the Vraal make Wis checks vs Despair. Varaal can deal an extra 1d6 of damage to those in Despair
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Nicnevin, Queen of the Summer Court Solitary, Magical, Intelligent, Planar Nicnevin may appear beautiful, with her butterfly wings and iridescent body, but she is a harsh and unyielding judge. Don't get on her bad side. Instinct: To judge
- Hold court
- Enact ruthless judgement
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Gwynn Ap Nuth Solitary, Magical, Intelligent, Planar The King of the Nocturne Court, the burnt one. Skin like wood charred to a blackened crisp, with hot embers still glowing somewhere deep inside. Gwynn Ap Nuth hates nothing more than mortalkind; the reason for this disdain is not known, likely stemming from a perceived slight long ago. Fortunately for the Downish, Gwynn Ap Nuth never leaves Tir Tairngire. Instinct: To hate mortals
- Rob a creature of will
- Snuff out light
- Open doorways