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Corpse Viper Group, Large, Divine, Terrifying bite (b[2d8+2] damage 2 piercing) 12 HP 2 armor Special Qualities: undead amalgam of humanoid and serpent Instinct: to guard the brood
- infect with necrotic poison
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Dire Squirrel Solitary, Stealthy, Hoarder Sudden and Unexpected Bite (d8 damage) 7 HP 0 Armor Close Special Qualities: Climb almost anything An invasive species to not just the Mystery Islands but also the mainlands. These giant squirrels can readily drive out other species if not kept in check. Unlike their smaller cousins, they are omnivores and consider some stock and small humans and halfings a tasty meal. Beyond constantly storing food for the winter, they also are attracted to shiny things. They have figured out that dried food of humans in their barns or persons (Rations!) will keep well for the winter, and will face danger to obtain it if they think they can. Their big buck teeth can make them look cute, but pack a hellauv punch. Like their smaller cousins they flee when hurt, but will come back to get what they want. On the mainland and Halflings home they have all but been eliminated. Instinct: Invade the space taking all the food driving out other species
- Look cute and beg for food, before taking a chunk out of them
- steal their shiny objects or food and runaway to bury it
- Bark at them from up a tree or a from a distance driving all the predator animals in the party (dogs, cougars, hawks, etc) into chasing it.
- Run away when hurt going some way you didn't expect only to return later to get what they wanted
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Silver Dolphins of the Mystery Islands Horde, Small, Organized, Intelligent Battering with their nose before taking a nip (d6 damage) 5 HP 1 armor Close Special Qualities: Jump from the water to avoid danger, Sonar lets them see through any conditions These curious beasts form pods that can be found around the Mystery Islands. The smallest dolphin the shallow waters, but probably the smartest and most troublesome. They have been known to help those drowning, but also have been known to steal stuff from them at the same time. Sometimes when bored, they like to "play". What is fun for them can be hurtful for others. They will work in groups to toss people and things around above the sea, battering them with their noses or against the rocks. They just thinking they are playing with each other. Instinct: Innately curious, see what those close to them are up to
- Swim with remarkable speed and coordination with others of its kind, faster than you thought
- Squeel and chirp to alert the rest of the pod
- Group together to toss something or someone into the air
- Turn on a dime
- Jump from the water to avoid danger
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Soul-abandoned Butcher Group, Organized, Intelligent, Construct Stab (d8+4 damage) 14 HP 2 armor Close, Forceful Special Qualities: Unnatural strength The Soul-abandoned Butchers rise from the Black Cauldron for one purpose only. While they will focus on the enemies of the Cauldron's owner, they cannot go long without killing. They will even kill friendly soldiers and add them to their ranks if no enemies are available. The butchers retain the appearance and some of the knowledge of the person who was dumped into the Cauldron to make them. Thin illuminated green smoke encircles their bodies and their eyes leer hungrily at foe and ally alike. Instinct: Collect bodies for the Cauldron
- Howl and charge as a group
- Shriek to call another butcher
- Ignore damage in order to grasp a victim
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Quickwood Solitary, Huge, Stealthy, Magical, Intelligent, Terrifying Trunk Maw (b[2d10+5] damage 2 piercing) 20 HP 1 armor Reach, Forceful Special Qualities: Ward 4 against magic, Immune to fire and electricity, Darkvision, Magical aura of menace Quickwoods are cousins of the treants, though they have developed carnivorous habbits to supplement themselves. This makes them much more active than the docile and occasionally downright sluggish treants, though that does not make them impatient. In fact, they make for terrifyingly efficient ambush hunters. Instinct: To hunt
- Pull targets in with its long roots
- Can view things from nearby trees
- If it manages to completely absorb a spell, it gains +1 Ward against magic. It may release this magic to power is Terrifying tag
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Crag Linnorm Solitary, Gargantuan, Magical, Devious, Intelligent, Planar Venomous Bite (d8+7 damage 5 piercing) 24 HP 4 armor Reach, Forceful Special Qualities: Immune to curses, entangling, fire, posion, sleep, paralysis and mental manipulation, Can fly and swim, Regenerates 2 unless wounded with cold iron Crag linnorms are among the weakest of the linnorms. And yet still it is a giant, fire breathing serpent. Aggressive and temperamental, their solution to most of life's issues seem to be find the correct things to incinerate with a magma bath. Instinct: To rule its domain
- Breathe a flood of magma for d12/d8 damage with the Fire Elemental and Ignore Armour tags
- Curses an enemy with weakness to fire when defeated
- Fiery venom causes the Sickened debility and a fire based version of Bleed
- Can see through illusions, darkness and invisibility
- Wraps enemies up in its long tail to crush them
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Zinluq, The Mad Elementalist Solitary, Magical, Intelligent Bolt of converged elements (d10 damage) 12 HP 1 armor Close, Reach, Ignores Armor, Near, Far Zinluq is immersed and consumed by his/her quest to create the perfect elemental. Twisted energies of the elements swirl around him/her while he/she are performing the summoning rituals. Zinluq aims to create and control an elemental with the power of every element and the weakness of none.
Instinct: To summon elemental beasts- Fire a bolt of mixed elements at the biggest threat
- Surround themself with a vortex of elements
- Summon an elemental
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Squidwillows Group, Huge, Hoarder Drop heavy things (1d4 damage) 11 HP 3 armor Reach, Forceful Squidwillows are enormous, slippery, tree-like creatures with a long translucent trunk that is spotted with random, circular, dish-shaped eyes and topped with an exuberance of flowing, fleshy tentacles. Many of the tentacles cling to items the Squidwillows have collected previously. Anything that comes within reach, especially shiny or bright objects, runs the risk of being grasped and hoisted into the bows. Instinct: Collect shiny objects
- Grab something interesting
- Wrap another tentacle around the goodie
- Drop it hard
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Elvish Lightsinger Solitary, Magical, Organized, Intelligent Hands of Power (w[2d10] damage) 16 HP 6 armor Close, Reach, Ignores Armor, Near, Far When the Children of the Deep Woods found the creature, they knew it to be a fallen lord of Creation. They nursed it back to health with song and what few magics they had left, and, eventually, their prayers. Grateful beyond measure, this Lord of Light protects its servants like a she-bear with one cub. The Lightsinger petitions; the Lord provides. Instinct: to walk in the Light
- Blind with a flash of primal light
- Channel the Light into a magical effect
- Summon the others with a thought