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  • Selkie Group, Stealthy, Devious, Intelligent
    Seal claws (d4 damage) 6 HP 1 armor
    Close
    Special Qualities: seal skin, underwater breath

    Selkies mean no harm - not intentionally. It may happen, however, that they simply forget about the needs of air-breathing land creatures when they invite them to have a refreshing swim in the deep waters. Instinct: to live a life of curiousity and joy

    • Shed her seal skin and leave the water
    • Swim with overpowering joy and forget about breathing for a while
    • Lure someone into the water
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  • Werewolf Group, Magical, Devious, Organized, Intelligent, Terrifying
    Savage claws and fangs (b[2d6+4] damage 2 piercing) 10 HP 4 armor
    Close, Forceful
    Special Qualities: Freeze the blood with a feral snarl

    Whether it be foul curse, communicable disease, or genetic disorder, this creature spends most of its life as a human. Perhaps it's completely unaware of what happens when the moonlight strikes it, or maybe it just pretends not to know. In either case, when struck by moonlight, the creature undergoes a terrifying transformation to become a feral, bloodthirsty wolf. Bigger than any natural wolf, and as smart as a man, the werewolf draws normal wolves to it like moths to a flame. A true terror of the night. Instinct: to devour the flesh of sentient creatures

    • Spread lycanthropy
    • Seize and shake like a ragdoll
    • Howl for the pack
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  • Spider-Worm Group, Stealthy
    mandibles (d10+2 damage) 6 HP 4 armor
    Close
    Special Qualities: squirts corrupted blood when wounded

    A dangerous species of cave-centipedes. Lures prey by hiding in the dark and in shallow water with only small, fluorescent, mushroom-like antennasm sticking out. Instinct: to protect the younglings

    • Roaming caves, breeding.
    • hide & deceive to ambush prey
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  • Ancient Paladin Invictus Solitary, Magical, Intelligent, Cautious
    Paladin Longsword (b[2d10] damage 1 piercing) 16 HP 6 armor
    Close

    A paladin of ancient times who served in the great war against the elves. Though resurrected by dark powers, his faith is strong. Instinct: to evangelize

    • Follow the code of Imperius, the Allfather
    • petition Imperius for Power
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  • Icestorm Virago Solitary, Magical, Stealthy, Devious, Intelligent, Planar
    Ray of icy power (d10 damage) 16 HP 4 armor
    Close, Reach, Ignores Armor, Far

    The Icestorm Virago is a strange being, possibly a remnant of the ancient Shi that once called Zerzura home, possibly a curiosity they had held captive that now roams free. She appears to be immune to the Song of Thorns, just as winter's chill cares not what thorns the thicket bears--and her influence on the forest helps keep the Song at bay. However, she is also wildly dangerous, and attracting her attention is as likely to hurt as help. Other ice-linked creatures, like the ice spiders and wendigo, seem drawn to her presence, while others simply benefit from the "protection" against the song of thorns. She seems to stick to a relatively limited territory in the deep forest, perhaps because the only part of Zerzura she can enter is ever-burning. Instinct: Freeze the living to add to her collection.

    • Summon a swirl of bitter arctic cold.
    • Calling simulacra of ice
    • Storm and ice heed her call
    • When her ice drains you, she profits.
    • She does not fear the Song of Thorns.
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  • Ethereal scavengers Horde, Small, Organized, Planar
    Acidic jowls (d6 damage 1 piercing) 3 HP 1 armor
    Close

    Instinct: to eat

    • Scurry off
    • Come back in greater numbers
    • Disappear into the ethereal plane
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  • Bone Wing Solitary, Huge
    (b[2d10+5] damage 1 piercing) 20 HP 3 armor
    Reach, Forceful
    Special Qualities: fall apart and look harmless

    Instinct: harden traveling

    • swipe horses and bring them to its master
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  • bone tearor Horde, Divine, Intelligent, Terrifying, Amorphous
    teeth and claws (b[3w[3d8+2] damage 2 piercing) 16 HP 6 armor
    Close, Ignores Armor, Near
    Special Qualities: it is a mix of flesh and bone

    A Bone Terror has red flesh and bone. Bone makes up its under side, bottom jaw, and tail. It relays on speed. Bone Terrors can rip apart steel so shields and armor do nothing for protection. They live in the desolate plains. Bone Terrors are at the top of the food chain. Instinct: to eat any prey

    • speedly atacks travlers
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  • Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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  • The moonlit maiden Solitary, Devious
    Winter's gift (d8 damage) 16 HP 0 armor
    Close, Ignores Armor, Near
    Special Qualities: Incorporeal

    It was the full moon, in the second month. the girl had stolen ut in the night to meet with her beloved. She waited for him by the frozen pond. but he did not come, he stood the girl up, and she waited, waited so long, in the pretty dress she had worn for him. and She grew tired, so tired. and she never woke. until today. Instinct: to relive her trauma

    • Make it all as cold as her
    • lull them to sleep
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