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Wererat Mage Group, Magical, Intelligent, Devious Effluvial bolts (d8 damage) 6 HP 0 armor Close, Near, Ignores Armor Not all wererats simply huddle in the dark, gnawing on crumbs. Whether through innate ability or serendipitous discovery, some few of them learn to access the arcane powers around them. Other wererats often realize that safety lies in both numbers and power, and thus the mages rise to positions of leadership within their clans. Instinct: Protect its wererat clan
- Call upon arcane power
- Call upon natural decay in the sewers
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Sewer Nemesis Solitary, Construct, Terrifying, Amorphous Life drain (d10 damage) 23 HP 2 armor Close, Ignores Armor Special Qualities: Protector of its summoner, Composed of hardened raw sewage Sewer mages have learned to animate the raw materials of their surroundings for their protection. These horrors feed on life force, whether the effluvial emanations from the organic material in the sewers or the much denser and richer lives of whatever the sewer mage designates as feeding material. Instinct: Consume life force
- Draw power from decaying life
- Shuffle continuously
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Wood Wraith Solitary, Huge Pods that explode into poisonous gas (d10+3 damage) 27 HP 2 armor Reach, Ignores Armor Special Qualities: Appears as a regular tree until it animates These appear to be trees, but are not truly so. Some human spirits are unable to move on from the peace of nature to whatever afterlife awaits them and believe themselves protectors of their new homes. But demonic corruption has turned these wraiths. Their bark contains faint life energy traces and thus is highly sought-after for ritual components. Instinct: To ambush travelers
- Lay in wait
- Bend nature to corruption
- Move deceptively quickly
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Gargantua Solitary, Large, Construct, Terrifying Fists (d10+2 damage) 24 HP 0 armor Forceful, Near Special Qualities: Magically imbued by witch doctors from parts of the dead, Corpse transformed by magic into giant The witch doctors have the unique ability to create servants called gargantua--corpses infused with so much magic that they transform into powerful giants. But the dead are mindless creatures. They have no need for honor or respect. They serve whoever has the power to control them, be it a witch doctor or a demon. The witch doctors use magically imbued mojos to enhance their power and strengthen their hold over the risen dead. Instinct: To serve
- Smash whatever is ordered
- Push forward relentlessly
- Draw strength from a mojo
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Unstable Death Elemental Solitary, Large, Magical, Stealthy, Devious, Planar, Amorphous Withering Pseudopod (b[2d8] damage) 27 HP 5 armor Ignores Armor, Near Special Qualities: Elemental Ooze The creature colloquially known as the Black Ooze is an obscene accident of alchemy. It possesses an innate affinity for the realm of Death and it’s Black Gates.
“A fatal mistake” - Aldous of Blackdragon
Instinct: to accumulate- Consume Life: heal for damage dealt
- Divide and Conquer: exude smaller independent portions
- I am the Gate: deal 2 damage to max HP with sustained contact
- Gatewalker: HP lost is gained by its mirror on the other side of the Black Gate
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Holly Boar Solitary, Large gore (b[2d10+4] damage) 16 HP 1 armor Forceful, Reach Instinct: to escape
- figth back
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Digor- The Manticore Solitary, Large, Divine, Devious, Terrifying claw (b[3w[3d8] damage) 18 HP 2 armor Reach Special Qualities: Fire Resistance Instinct: Poison society
- Flame Breath
- poison tail
- claws
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Mud Mephit Group, Tiny, Magical, Stealthy, Devious, Amorphous Fists (d6-2 damage) 10 HP 2 armor Hand, Near Special Qualities: While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. Small and stealthy elemental, Mud Mephit is a night creature as direct sunlight dries them up so they may not move. Unlike other supernatural creatures of the swamps, who shape and try to extend the reach of their home, Mud Mephits' only task is to increase the amount of basic building materials (i.e. decomposing organics). Instinct: To trap, to dissolve.
- In small groups, they trap their prey (if medium or larger, more than one Mephit at a time) in the ground and slowly dissolve them.
- Mud Breath: When a Mud Mephit belches at a small or medium creature (even with their Last Breath), that creature must defy danger + DEX. If it fails, it is restrained for one minute.
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Shroob Commando Solitary, Stealthy, Devious, Intelligent Rayblade (d8 damage 4 piercing) 12 HP 0 armor Close Special Qualities: 20 HP Forcefield, Resistant to poison and disease, Immune to fear, Death Attack, +2 damage to constructs, Weak to Cold Elite agents of the shroob, commandos lead small squads of shroob into intense conflict. Capable of fighting both up close and range, shroob commandos are deadly at any distance. Instinct: To expand
- Deflects projectiles
- Shield bracelet grants +3 super armour until it has absorbed 24 damage
- Uses toxic grenades