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Spike Trap Plant Solitary (d10 damage 1 piercing) 12 HP 0 armor Close Special Qualities: Hidden trap The Spike Trap Plant is a carnivorous plant that lives just below the surface in a pit the grows as it does. It covers itself with a thin matt of small, fragrant flowers to disguise its thorn covered digestive sack below. Victims are drawn to the flowers and will fall through the matt from their weight, and are then impaled on the thorns below. Once impaled, the plant feeds off the unlucky victim. It will grow a new matt quickly. Spike Trap Plants start small feeding off bugs, then rodents, and eventually woodland creatures as large as bears. It has no offensive capabilities and is not intelligent. Instinct: To wait for victims
- Conceal itself
- Lure with beautiful flowers
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Hortami-Yew Solitary, Huge, Magical, Intelligent Swing branch (d10+3 damage) 23 HP 3 armor Reach, Near Special Qualities: Captured Ent with a wizard's mind Hortami was a brilliant wizard who worked on commissions for kings and queens, creating potions to improve crop production and new plant varieties. Later, when the continent was ingulfed in war, generals came to Hortami to create plant warriors. The war left much of the natural world destroyed and as the age declined into chaos, Hortami retreated to his greenhouses to continue his radical experiments. Guilty about his humanity, Hortami transferred his spirit and mind to an intelligent plant vessel - a 40 foot tall Tree Ent named Lew. Hortami-Yew now walks the land, spurring the growth of nature wherever it goes. Whole towns can be covered in plant life in a few days when Hortami-Yew is nearby. He has the power to call both flora and fauna to his support. The greenhouses of Hortami is defended by some of his plant creations but contains some useful treasures. Instinct: To spread the forest's dominion
- Entangle with roots
- Control flora
- Spread nature
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Kurbaga Pirates Horde, Intelligent Rusty cutlasses (d6 damage) 3 HP 2 armor Close Special Qualities: Sticky tounge, sacks of posion on skin that release when cut, Strong legs for leaping great distances "Avast and puuur-rip-pare to be buuur-DIP!" The Kurbaga (aka Frog-men by humans) are known to live in small villages throughout the land. They are generally peaceful and like to be left to their ways. They have large heads with bulging eyes. The Kurbaga's brown/green skin is thick, slimy, and covered with sacks of toxic poisons. They have long sticky tongues which can grab objects and strong legs which allow them to leap great distances. The Kurbaga Pirates roam the coast of the Great Sea mostly harassing fishing boats for their catch as well as small fishing boats. Their ships are fast, but small and not suitable for long voyages. Krubaga Pirates often attack at night to take advantage of their excellent night vision. Instinct: To plunder
- Leap from the deck
- Croak a battle cry
- Grab with stick tounge
- Release toxins from skin
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Star Trek Guardian of Forever Solitary, Huge, Magical, Devious, Planar, Construct Teleport 20 HP 4 armor Reach, Ignores Armor Special Qualities: Will seek to protect the natural timeline, May Transport hostile party into the past "Are you machine or being?" "I am both… and neither. I am my own beginning, my own ending." – James T. Kirk questioning the Guardian of Forever, 2267 ("The City on the Edge of Forever") A Guardian of Forever is a mysterious construct of an unknown, ancient alien race, which functioned as a time portal; a gateway to the time vortex that allowed access to other times, locations and dimensions. One was located on an ancient planet where the focus of all timelines throughout at least the Milky Way Galaxy converged. It was found among the ruins of a large, forgotten city that stretched beyond the horizon in all directions around it. Based on initial observations, the ruins appeared to be at least one million years old. The Guardian said that it was far older than that, even exceeding the Earth's sun's age of 4.6 billion years. An inert, crudely asymmetrical, circular gateway comprised of a quasi-metallic substance, the Guardian is able to somehow display the flow of time itself although it could not alter the "speed at which it displayed the past." It generated immense ripples in time that manifested themselves as spatial disturbances in the region around the planet where it was located. Apparently sentient, it is capable of speech and interacted with anyone it encountered, responding to external stimuli such as questions and actions. The object would flash whenever it spoke and emitted a gaseous fog within its center whenever it generated a portal. Instinct: Can cause dangerous time paradox
- Provide a Time Portal
- Very lonely
- Loves to converse about the past
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Panya Group, Small, Stealthy, Organized, Intelligent, Hoarder Old scavenged weapons (d6 damage) 6 HP 0 armor Close The Panya are an intelligent race that lives in small tribes throughout the known world. They are called Ratmen or Dogmen by humans for their animal-like features: long nose, short black ears, stubby tail, and a brown fur coat. They are, in fact, bipedal, herbivore rodents with a lazy attitude. The Panya usually live near settlements where they have sources of material to scavenge. Their scavaging have earned them a reputation of being pests at best and thieves and worst. They are typically non-violent but have been known to leave traps to force trade wagons off track in hopes of recovering materials. Instinct: To scavenge
- Collect items to use as equipment and materials
- Lay traps for trade wagons
- Nibble on leaves
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Atiya Lutyif Solitary, Devious Dazzling shower of blows (b[2d8] damage 1 piercing) 16 HP 2 armor Close Atiya Lutyif is the Thorn's reigning champion . She is a grass elf whose family has traveled recently to Briarkeep. She regularly spars at the Stinky Toe and can usually be found there. Instinct: To delever a peak performance
- Spinning kick
- Throw an opponent
- Grapple
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Bear Claussen Solitary Swings a ham-sized fist (1d10 damage) 15 HP 0 armor Forceful, Stun Bear Claussen is one of Billy Winter's enforcers. He tends bar at the Sleeping Badger and will be entering the prize fight at the turnip festival. Instinct: Push around small people.
- Be the biggest and the strongest.
- Kick someone when they're down.
- Knock them silly
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Merling Warrior Group, Intelligent Trident (b[2d6] damage) 6 HP 2 armor Close, Near Special Qualities: Trident can be thrown for +1 piercing damage, Tentacles can grab and hold at Close range Merling Warrior are the soldier class of the sea people. Like the Merling Commoner, the upper half of the Warrior is human-like, though somewhat larger and with a skin that is dense with small scales. But where Merling Commoners have fish tails below their waist, Merling Warriors have tentacles. These tentacles allow for some movement on land, usually sticking to ship decks, docks, and beaches. It has gills that allow it to live underwater, but it can breathe fresh air as well. Merling Warriors mainly police the Merling domain and act as the guard to the royal family. The role that typically brings them into contact with sailors and coast dwellers is enacting revenge for the injury or murder of another Merling. If a Merling has been killed, the perpetrator must be delivered to the Merling court. This court is underwater and the accused usually drowns well before the trial. If a Merling has been injured, the Warriors will demand recompense. Instinct: To avenge injury or murder of other Merlings
- Stab with Trident
- Throw Trident
- Grab with tentacles
- Board a ship at night
- Demand recompense
- Blow the conch
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Merling Commoner Group, Stealthy, Intelligent, Hoarder Drowning victims (d6 damage) 6 HP 1 armor Close The Merling are the folk of the sea. From the waist up they appear to be beautiful humans, though with a shiny skin that is made of tiny scales. From the waist down, their bodies are fish like. The have gills which allow them to live underwater, but they can breathe fresh air as well. The Merling Commoner are not fighters (see Merling Warrior). They are more likely to tease and tempt than attack the sailors passing through their seas. If attacked they will usually pull back out of range where they can be heard singing and laughing. Adolescent Merlings will swim close to ships to demonstrate their bravery as part of the commoner courtship ritual. Those that can entice a humanoid into the sea are fetted with the feat being the unfortunate victim. If a Merling is wounded or killed, the response is usually an attack by Merling Warriors. Instinct: To lure humanoids into the oceans Instinct: To lure humanoids into the oceans
- Lure victims into the ocean
- Use charisma to entice sailors to edge of ship
- Sing from a distance