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Spire Group, Large, Devious, Amorphous Rock-like forelegs (d6+2 damage) 13 HP 4 armor Forceful, Reach Special Qualities: Made of stone Massive, Mantis-like creatures made of stone, capable of using their spiny bodies to open nihilities. Instinct: Unleash the forces of Hell
- Crush
- Open a portal to Hell
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High Inquisitor Solitary, Organized, Intelligent Inquisitional Sabre (d10 damage) 12 HP 1 armor Close An Inquisitional Company is the standard unit for field operations in the Inquisition, consisting of 20-40 Inquisitors, 10-30 Masks (new recruits), 15-30 Magi, 5-10 Executors, and 5-10 Exorcists, all led by a High Inquisitor. Instinct: To eliminate demonic threats
- Lead the Company
- Order an assault
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Magus Group, Magical, Organized, Intelligent Magical Projectiles (d8 damage) 6 HP 4 armor Close Typically, Inquisitors aren't trained to use magic in the field. That job is left to the Magi, who work with Inquisitors to provide wards, protective spells, and scrying magic. Instinct: To aid an Inquisitor
- Lay down protective magic
- Scry for signs of demonic activity
- Provide wards for their allies
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Exorcist Solitary, Magical, Intelligent Magical Projectiles (d10 damage) 12 HP 6 armor Close, Ignores Armor, Near The Exorcist is an elite unit in an Inquisitional company, trained for countering magical effects brought about by demons or their mortal operatives. Exorcists are sometimes called "Spooks" by other Inquisitors: their extensive training strips them of all personality and voice, leaving little more than a tool. Instinct: To eliminate demonic magic
- Close a nihility
- Stop a magical effect
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Executor Solitary, Intelligent Inquisitional Sabre (b[2d10] damage) 12 HP 2 armor Close An elite unit that often moves with Inqusitional companies, though they rarely operate in the field unless absolutely necessary. The Executor has the authority to kill those they believe are involved in demonic activity. Instinct: To eliminate perceived threats
- Deal final justice
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Inquisitor Group, Organized, Intelligent Inquisitional Sabre (b[2d8] damage) 6 HP 1 armor Close The Inquisitors make up the bulk of the Inquisition's ranks, operating in small groups to identify and destroy demonic phenomena. Instinct: To hunt down demons
- Follow clues of demonic presence
- Use Inquisitional knowledge to gain an advantage
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Mountain Elves Horde, Organized, Intelligent Improvised weaponry (d6 damage) 7 HP 1 armor Close The Elves of the Nlega mountains are a strong and hardy folk- they have endured much, and will continue to endure long after the rest of us are gone. Instinct: To defend
- Reflect the strength of the mountains
- Unite against a strong foe
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Vel Jasel Solitary, Magical, Devious, Intelligent Necromancer's Staff (d8 damage) 12 HP 4 armor Close, Near, Far The vile Tengu necromancer Vel Jasel is responsible for the tragic fate of Demon's Guard - all in a day's work for Seven-of-Eight of the Circle of Hands. Instinct: To seek necromantic power
- Command the Dead
- Unleash a dangerous spell
- Gain vile knowledge
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Six-of-Eight Solitary, Magical, Intelligent Fireball (b[2d10+2] damage) 12 HP 3 armor Close, Forceful, Ignores Armor, Near Commander-in-Chief of both branches of the Mirian military: Her Imperative Impositon. Instinct: To Subjugate
- Command Legions
- Demand loyalty
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Dullehan Solitary, Planar, Terrifying Spine whip (d10+2 damage) 12 HP 2 armor Close Special Qualities: Headless Legends and myths about what the headless horseman Dullehan is and what it wants vary dramatically from region to region. Most agree he is some type of fairy, perhaps a Knight of the Nocturne court, though some suggest he may lead the Wild Hunt. Whatever the case may be, most who see claim to have seen Dullehan are liars; he rarely leaves survivors. Instinct: To terrify
- Open locked doors
- Appear and disappear in shadows