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Elven Raider Group, Stealthy, Intelligent, Hoarder Handaxe, knife or bow (b[2d8] damage) 6 HP 1 armor Close, Near The Elven raider has dark and scarred skin and typically black or almost black hair. He usually wears amor made of natural materials, mostly leather. Some wear more special amor, when they have been able rob some of their victims. They beahve a bit like magpies, as they also prefer the more shiny things. Thus they also like to wear rings, necklaces and decorated weapons or amor. Their war paint is in blood red and a silvery white. The Elven raiders belong to a tribe living in barren lands and live of plundering of pillaging their neighbors, even if they are Elves, too. They resort to any means necessary to gain their share of the wealth. The wealth of others of corse. But they also tend to spend it on carousing, they especially have a weakness for drinking. Instinct: Looting
- Steal the scalp and all the shiny things
- Cut the hamstring
- Mock your ancestors
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Abyss Wolves Group, Amorphous Claws of the Abyss (d6+1 damage 1 piercing) 9 HP 2 armor Close, Forceful This shadow of a wolf comes from the Abyss it's shape often flickers and seems to change as it is gazed upon, this creature is most often found around they're owners from the Abyss. They are often summoned from the ground when pulled from what remains of the Abyss to assist those who call upon it. Instinct: To follow commands
- To corral it's owners enemies
- To hold a victim to the ground
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Abyss Berserker Solitary, Divine To mash with a great Maul 1d12+4 damage 2 piercing) 14 HP 3 armor Close, Forceful, Near Special Qualities: Abyss Magic The abyss is not a place to be taken light. and the Abyss Berserker shows the strength of it. The Berserker wield a great heavy maul that comes from the Abyss that smashes the armor of the foes in which it lands upon. Unlike the Berserkers fellow friend the Abyss Knight this creature has been noted to attack relentlessly after being disturbed until all foes within it's sight or range have been demolished. the armor of the Abyss guards it well, though without a shield it's defense is lessened although it's strength is greatened by it's heavy Maul. It has brought what little of the Abyss that is left with it to allow it to corrode weapons, armor, and items alike to be sacrificed to the Abyss. Although the leader of the Abyss may be forgotten the orders remain forever within the mind. Instinct: To stand guard over a relic long forgotten
- To smash with it's heavy maul.
- Call upon the Abyss for reinforcements.
- The Abyss gazes into you.
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Abyss Knight Solitary, Magical, Divine, Cautious Slender Blade of the Abyss 1d10+4 damage 1 piercing) 12 HP 4 armor Close Special Qualities: Abyss Magic, Shield of the Abyss The abyss is not a place to be taken light, and the Abyss Knight is proof of that.. The Abyss Knight is a creature from ages long ago, these venerable knights stand guard over either possession of great power or in defense of a location set in its ways from perhaps a wizard, or a king from it's past. It has brought what little of the Abyss that is left with it to allow it to corrode weapons, armor, and items alike to be sacrificed to the Abyss Although the leader of the Abyss may be forgotten the orders remain forever within the mind. Instinct: To stand guard over a relic long forgotten
- Call upon the Abyss for reinforcements.
- Strike its foes down until none remain.
- Infect it's foe with a touch of the Abyss
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Thrax, the Sixth of the Demon Lords Solitary, Large, Magical, Organized Flame magic/blade (b2d10+2 damage) 16 HP 3 armor Forceful, Ignores Armor, Far Special Qualities: Flame immunity, Weak to Holy Thrax is one of the either great demon Lords who dwells within the earth of (Insert realm name). When he spewed forth from the depths of hell and saw the millions of demons without leadership, he took it upon himself to use his great magicial prowess to tame as many as he kind to serve under him, to dominate over the surface races. Instinct: To rule over his army
- Shoot flames from his hand in a straight line
- Call upon a circle of Flames that expands from him and outward
- Can call upon minions to assist him
- Dominate the minds of those below him
- use a spell previously prepared
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Crystal Corpse Horde, Magical Crystalline Claws (d6 damage) 7 HP 2 armor Close, Near Instinct: To absorb magic
- Nullify Magic
- Release a blast of arcane energy
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Lesser Golem Group, Construct Slam (d8 damage) 10 HP 5 armor Close Special Qualities: Merge with stone Stone guardians that keep alive foes at bay. Instinct: To protect
- Smite nature
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Uncle Ivanovik Solitary, Stealthy, Intelligent Two Handed Wood Axe (d10+4 damage) 16 HP 1 armor Close, Forceful Instinct: to torture
- Stalk other humanoids
- Surprise the PCs from nowhere
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Minipeshu Horde Poisonous Bite (1d8+2 damage 2 piercing) 5 HP 1 armor Close Special Qualities: Poisonous, Weak to Lightning Water panthers are poisonous creatures that are especially deadly because of their prowess both underwater and above the surface. With spiked spines, scaled hides, horns, and teeth that drip with poison, they are the mundane version of the great divine beast, Mishepeshu. While their divine brethren siphon's energy, the minipeshu consume the flesh left behind. Instinct: To feast
- Bite
- Claw at legs to prevent escape
- Group up on enemies
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Rego Daubeny Solitary, Stealthy, Organized, Intelligent Bamberwhale's Pistol (b[2d10] damage 1 piercing) 12 HP 4 armor Close, Near, Far Instinct: To control
- Hunt the Empire's enemies
- Teleport a short distance
- Call for reinforcements