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Balor (Fire Demon) Solitary, Huge, Magical, Divine, Planar, Terrifying, Demon Lightning Sword (b[3d10+7] damage 2 piercing) 24 HP 3 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Flaming Aura The Balor is a strong Demonic Engine. This demon’s tactics include using it’s flame whip to drag its foes closer and then, Slay them with it’s lightning sword. The Balor is immune to all fire attacks. It gains some resistance to electrical damage but will not be able to fly until well rested. Once a Balor is defeated it explodes with a firery aura. Instinct: Destroy
- Flame Whip
- Lightning Swrod
- Teleport
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Pit Fiend Solitary, Large, Stealthy, Divine, Magical, Planar, Devil Mace (b[2d8+2] damage 2 piercing) 20 HP 3 armor Forceful, Near Special Qualities: Regenerate 2 hp after it’s attack Pit Fiends are generals of Hell. One of the strongest Devils, below the Arch Dukes. They can be summoned through way of rituals and openings of Hell Gates. Instinct: Lead armies of Devils
- Mace
- Regenerate
- Fire ball
- Summon lemures/ imps (4hp ea.)
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Warduke Horde, Intelligent, Cautious Sword (b[2d6+4] damage) 20 HP 4 armor Close, Forceful This powerful human is geared in heavy leather armor and a helmet. Beneath the helmet lies fiery red eyes of anger. He commands many legions to conquer settlements and villages. The Warduke will fight along side his allies with it’s sword and massive shield. It’s sword can give off a flaming aura. He has some magical resistance from lower level spells. Instinct: Command War
- Flamesword
- Infernal Shield
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Mecha-insect Group, Construct, Amorphous sting (d8+2 damage 2 piercing) 17 HP 3 armor Close, Near Special Qualities: to guard The mecha-insects were designed to guard the halls and chambers of the Black Arm. They appear similar to various insects: mosquitos, centipedes, wasps ... but larger, and stranger, and more vicious. Instinct: to guard, to the death
- Skitter or fly
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Manifested Umbral Spirit Solitary, Large, Stealthy, Magical, Intelligent, Planar, Terrifying Razor-edged claws (d10+2 damage 1 piercing) 20 HP 1 armor Special Qualities: Smoky form Umbral spirits are fell creatures, feeding on the misfortune of others. Luckily they are mostly ephemeral, and they fear the sun - physically and metaphysically. Strong positive emotions can be used to ward them away even, as such they lurk in ancient ruins underground waiting for their prey. But usually they are not too much of a threat if you're properly prepared.... but if one manifests fully, drawing upon stolen power and something to manifest within (flesh or matter of a less organic variety will suffice, it is said) then that's a different story. Supposedly their old weaknesses will still apply but my best advice for encounter such fell things is... don't. Instinct: To Feed and Toy
- Inflict misfortune and calamity
- Vanish into the shadows
- Drain energy, heat, and light
- Possess the living or dead
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Deranged Chef Solitary, Intelligent meat cleaver (d10+2 damage 1 piercing) 16 HP 1 armor Close "I spent 72 hours simmering these root vegetables. If you disturb them, it will only take me 72 seconds to sever both your thumbs as revenge." Instinct: to prepare haute cuisine
- Violently insist on culinary perfection
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Skeletons Horde, Amorphous old weapons or skeletal limbs (d6 damage) 6 HP 1 armor Close "Beware old bones when you loot graveyards 'n crypts. You'll never know when foul necromancy has infused them With the will to destroy interlopers. They attack relentlessly, but use a Club and they stay Down. I use a fighter, or a cleric. Don't og robbing crypts alone!" -- A tomb robber making talk at a roadside inn Instinct: Attack the living with a resemblance of a life once lived
- Assemble forth from various bones
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Shadow (undead) Group, Devious, Terrifying Oblivioun's Touch (d6 damage) 6 HP 0 armor Close Special Qualities: Shadow form "They're born of cursed necromantic lands, and I surmise a violent, untimely death is an antecedant. They're like dark images of humans once living, With nought but envy and cold hatred for the warmblooded. You don't see these is sunlight, no, but they spring forth from dark Places of Death." -- an old priest, once of repute Instinct: Snuff out the warmth of life
- Emerge from shadows and attack
- Freeze their hearts and scar their bodies
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Goblins Horde, Small, Intelligent Wicked swords and razor theeth (d6+2 damage) 3 HP 1 armor Close "They're small, but their longish limbs wield wickedly curved blades and their grins are unnervingly wide and filled With razor sharp shark theeth. They have long ears, and often display stuff from their kills from them or on the rest of their body. They hunt in packs of 6-18, or more, so no farm is safe 'round these parts. They live in dark Places, and come out at moonless knights" -- Palisade Guard, rural area Special: Take advantage to DEFEND against their "Young'uns" (unless you're a hafling). Their stats: 2 HP, D6, Horde, small **Attack viciously With theeth and blade** **Emulate their adult kin** Instinct: Don or eat the spoils of their victories
- Attack viciously with blade, theeth and vile cunning
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Ogremoch Solitary, Huge, Elemental, Earth fists (2d12+5 damage) 24 HP 4 armor Reach, Forceful, Far Ogremoch is normally found in the depths of elemental earth, choosing caverns with black crystals and jagged rock spikes to serve as his throne room. He can enter the Material Plane through large and well-established nodes of elemental earth, with a little help from the proper rituals. Within such a node, Ogremoch wields great power. Ogremoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but contempt for mortals (or any other denizens ofthe Material Plane) and desires nothing more than to crush and subjugate whomever he encounters. What he can't crush, he endures and outlasts. Instinct: to destroy
- Slam
- Burrow
- Create Elemental