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Giant Zombie Statue Solitary, Huge, Construct Big stonefist, long shardlike claws (b[2d10+7] damage 1 piercing) 28 HP 3 armor Reach, Forceful, Near Special Qualities: Cant die permanently until the unholy heart inside is stabbed., Parts of it are stone and resistant agains common weapons as such. A Monstrosity, called into unholy life by the Reincarnation of the High Priest to protect the area. Once it was only a statue of the long forgotten Unholy Saint. Broken and shattered by the tooth of time the reincarnated High Priest glued it back together, made it whole again with living body-parts of his victims and gave the Monstrosity new life by planting a unholy heart into the chest of the Thing. This heart wont let the Monstrosity die permanently until this source of its power is destroyed. Instinct: To smash intruders
- Guards the ancient halls of the temple.
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Reincarnation of the High Priest Solitary, Magical, Intelligent Ray of Flaming Decay (d10 damage) 12 HP 2 armor Close, Ignores Armor, Near The reincarnation of the ancient High priest. He needs the blood of the old monarchy to spill it on the altar and summon the Great Beast of Flaming Doom by finishing the ancient liturgy. Instinct: To conclude the unholy ceremony
- Summon the Great Beast of Flaming Doom
- Access the spirit of the slumbering Great Beast
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Undead Priest Group, Magical, Intelligent Hit with a staff. (d6 damage) 10 HP 0 armor Close Special Qualities: Cant die by common means, due to the eternities of worship of the Great Beast of Flaming Doom The unholy, long undead priests of the Great Beast of Flaming Doom. They attend the long dead crowd of worshippers, down in the darkness of the crypts. They wait for the reincarnation of the high priest who can recreate the unholy liturgy. In their eternal worship of the Great Beast they cant die by normal means, kept alive by the slumbering spirit of the Great Beast, waiting for its return. Instinct: to protect the unholy ceremony
- Inspire the worshippers
- Invoke the spirit of the Great Beast of Flaming Doom in the minds of its worshippers.
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Undead Worshipper Crowd Horde, Organized grab, bite (d4 damage) 3 HP 0 armor Close It's a silent crowd of dried, long dead worshippers. The dwell in the dark of the old crypts, waiting for someone to hold the unholy liturgy of the Calling of the great Beast of Flaming Doom. Do not dare to disturb them. They are calm and quiet until someone disturbs the unholy ritual. Instinct: To ensure the order of the unholy liturgy
- Worship the Beast of Flaming Doom
- Rally against the intruders!
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Dread Lord Solitary, Magical, Intelligent, Hoarder Blasting Rod (d10 damage 1 piercing) 16 HP 4 armor Close, Far Special Qualities: Rise Again Instinct: to Live Forever
- Maintain the ritual
- Animate Dead
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Nigromante Solitary, Divine, Magical, Intelligent Alzar a los muertos. (2d4 damage 1 piercing) 14 HP 4 armor Close, Far Un nigromante es un hechicero, un mago versado en conjuro antinaturales que le permiten traer a los t de regreso a este mundo, conviertiéndolos en sirvientes no muertos de su voluntad. Suelen utilizar dagas ornamentadas para atacar. Pero su forma de atacar mas común es reviviendo a los muertos y haciéndolos pelear para su beneficio. Instinct: Traer de vuelta a los muertos
- Apuñalar
- Levantar no muertos.
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Orc Dire Wolf Rider Group, Large, Organized, Intelligent, Terrifying Spears, Teeth, and Claws (d8+2 damage) 10 HP 1 armor Reach Special Qualities: Lupine ferocity Orc cavalry doesn't use horses. Orcs regard horses as food rather than steeds. Instead they use the mighty dire wolves, fell creatures able to tear someone limb from limb, so naturally having an orc spear-wielder riding atop one makes it even more dangerous. Instinct: To Hunt and Kill
- Run down prey
- Summon the horde
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Orc Harrier Group, Stealthy, Organized, Intelligent Spears and javelins (d8 damage) 6 HP 0 armor Close, Reach, Near Orcs are wily creatures, and skirmishing is not strange to them. While the majority of the horde might be wading in or charging forth, the harriers stymie and harry their foes, wearing them down and leading them into traps or acting as a vanguard before the horde proper arrives. To orcs, any edge is worth it if it needed for them to do as they want. Instinct: To hunt and skewer
- Thrust or throw then dart away beyond reach
- Use traps to snare their prey
- Blow the horns to summon the horde