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Ankou Solitary, Large, Stealthy, Magical, Intelligent, Planar, Evasive Cold Iron Claws (d10+1 damage 1 piercing) 16 HP 0 armor Hand, Bleeding Special Qualities: Blindsense, Flight Ankou are fey incarnations of assassination. As such, they are perfectly adapted to take down fey, their claws easily slipping through the defense of their kindred. It the world of fey, they never lack for work, for death can be meted out for any number of reasons among the capricious fey. Instinct:
- Damage die upgrades by one step when ambushing
- Once per day, can summon four shadow duplicates, though they only possess 3 HP each
- Can create darkness, make itself silent and fires blasts of weakening magic
- Gains Ignore Armour against fey
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Zomok Solitary, Gargantuan, Magical, Intelligent, Planar Crushing Bite (d12+7 damage 5 piercing) 24 HP 0 armor Reach, Forceful, Swallow Whole Special Qualities: Darkvision, Tremorsense, Immune to sound, Weak to fire, Flight Zomoks are primordial beings that live in the woods and protect them. Their mood and personality shifts with the passing of the seasons, matching the change of their home. Instinct: To protect the forest
- Breathe a cloud of wines and rocks that deals d12/d6 damage with the Entangling tag
- Can command plants and quench fire
- Thrice, may teleport through a forested area, healing 6 HP as it does
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Tarn Linnorm Solitary, Colossal, Devious, Intelligent, Planar Twin Chomps (d10+11 damage 5 piercing) 28 HP 4 armor Forceful Special Qualities: Amphibious, Darkvision, Truesight, Immune to flanking, acid, curses, mental manipulation, paralysis, Entangled, poison and sleep, Regenerate 3, Flight Tarn linnorms are some of, if not the most, dangerous species of linnorm in terms of raw inborn power. A strange quirk of genetics has resulted in them becoming double-headed, which leads to a variety of colorful personalities, as the two heads have individual minds. Tarn linnorms often lair in large lakes, where they can sleep for months or even years if it suits them. Instinct: To endure
- Breathe toxic acid, which deals d12/d8 damage and inflicts the Weakened debility
- Injects a poison that inflicts acid damage and sickened debility
- Curse the one who defeats it with immunity to healing
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Elementium Golem Solitary, Large, Terrifying Slam (d10+2 damage 1 piercing) 16 HP 5 armor Special Qualities: It consists of a multitude of humanoid bodies. As the Elementium errupted in Varile the early onlookers were the first that fell victim to the otherworldly mineral. After their death the Elementium resurrected the bodies and combined them into one large creature: a horrendous cacophony of torn bodies. Instinct: to destroy
- A horrible monstrosity that would terrify everyone that encounters it
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Elementium Fennek Group, Tiny, Stealthy, Organized Bite (d6-2 damage) 6 HP 0 armor Hand The Elementium Fennek is a Fennek that was corrupted by the Elementium that errupted Varile. The Elementium overtook the Fennek's instinct like a parasite. From the outside it shows some "wounds" where the elementium sucked onto the animal and the usual brown pelt has been overtaken by a purple shine. Instinct: Terretorial Behavior
- Hunting in packs
- Cheap Shot: An attack to the throat that stuns the target
- Call for help: Summon another group of Fenneks
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Annis Hag Hexpriest Solitary, Large, Divine, Magical, Intelligent Iron Claws (d10+7 damage 2 piercing) 22 HP 1 armor Forceful Some annis hags deign to worship deities, though this still rarely motivates them to any form of communal lifestyle. They usually worship deities associated with withcraft and hexing, combining divine power and innate talent Instinct: To aid their coven
- Shape the weather
- Can shift their shape
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Frost Giant Svinfylking Solitary, Large, Intelligent Axes Galore (b[2d8+4] damage 2 piercing) 16 HP 1 armor Forceful Special Qualities: Immune to cold, Weak to fire The most well-trained of ice giant berserkers keep their boiling fury only barely in check, ready to unleash it at a moments notice. Instinct: To serve their clan
- Throw clump of ice
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Electreant Group, Huge, Magical, Intelligent Crushing Blow (d8+6 damage 2 piercing) 14 HP 1 armor Reach, Forceful, Construct Bane Special Qualities: Absorbs electricity, Resist fire, Regenerate 2 Electreants are a strange offshoot of the treants species. They look scorched and dead, but this is a deception. Instead of photosynthesis, they receive their energy by letting themselves be struck by lightning. Instinct: To protect its forest
- Marks enemies with luminous plasma
- Can fling bolts of lightning
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Jabberwock Solitary, Huge, Stealthy, Divine, Magical, Intelligent, Planar, Terrifying, Evasive Snicker Snack Slash (d12+9 damage 4 piercing) 22 HP 5 armor Forceful Special Qualities: Darkvision, True Sight, Regenerates 3, Immune to banishment, fire, paralysis and sleep, Resistant to acid, lightning and sound, Weak to cold, Terrifying aura Jabberwocks are members of the Tane, powerful living weapons crafted by the most powerful of fairies. And of these, jabberwocks are one of the most powerful. Draconic DNA mangled through the lens of fey whimsy, they bring a host of bizarre abilities to bear in battle. Sadly for them, they suffer from an instinctive phobia of decapitation, resulting in a great deal of discomfort when facing opponents with bladed weaponry. Instinct: To serve the Eldest
- Whiffle its wings, causing a defensive gale that imposes a -2 on Volley and forces medium or smaller sized creatures to roll STR to approach
- Release a burbling sound that either inflicts Mania in all listeners or harms for d12/d6 damage with the Sound Elemental tag
- Fire eye beams that deal d12/d6 damage with the Fire Elemental tag
- Its armour is reduced by 3 against anyone wielding a bladed weapon. Gains -1 forward if hit by a bladed weapon. This armour cannot be pierced any other way
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Athach Horde, Huge, Devious, Intelligent, Cautious, Hoarder Sawn-Off Shotgun (b[2d4+7] damage 2 piercing) 11 HP 3 armor Reach, Forceful Special Qualities: Resistant to cold, Darkvision Athachs are powerful, stout giants with a bizzare adaptation. Not only have they grown tails, the tail ends in a clawed hand that the giants often use for multi-tasking. In combat, they use this third arm to wield extra weapons or help defend themselves in melee while they are wielding ranged weaponry. Instinct: To protect its tribe
- Strike with its third hand
- Injects weakening poison with its bite