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Opener of the Outer Dark Solitary, Large, Magical, Stealthy, Intelligent, Cautious, Planar, Terrifying, Amorphous Word of Devastation and Shame (d10+2 damage) 23 HP 8 armor Forceful, Ignores Armor, Close, Near, Far Special Qualities: Soul sucking aura The Opener is both a physical and psychological threat. It's natural form is an 8 feet tall, humanoid form composed of swirling black and grey faces of the damned. In this form, it's aura fosters existential dread and hopelessness, requiring a Defy Danger roll. It also has the ability to appear in any form and conjure items of comfort and temptation while attempting to motivate mortals to open a gate for its Master. In battle the Opener speaks words that bypass armor and hit the target's memories of shame, loss, and doubt. If an opponent doesn't have these, it falls back on massive fists, which armor does affect. Instinct: To open the gate for its Eldritch Master
- Tempt mortals to unlock gates
- Assume a friendly form
- Conjure items of comfort and temptation
- Walk through the viel of reality
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Master Swordsman Solitary, Intelligent, Cautious Sword and parrying dagger (b[2d10] damage 1 piercing) 12 HP 5 armor Close Instinct: Fight a worthy foe
- Fight with dazzling effectiveness
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Dark Dimension Warrior Group, Divine, Intelligent, Cautious, Planar Scimitar (b[2d8] damage 1 piercing) 8 HP 6 armor Close Instinct: To obey the wielder of Jherek's Hand
- Step through from the dark world
- Step in and out of dark world to cross this world space (teleport)
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Possessed Scarecrow Solitary, Stealthy, Intelligent, Planar, Construct, Terrifying Raking claws (d10+2 damage 1 piercing) 16 HP 1 armor Close Special Qualities: Flammable construction, Horrifying visage Sometimes a dark spirit makes its way into the world, although fleeting - they can extend their power and longevity by binding themselves to a site or to an object. Those that resonate well with their temperament work better, sites of terror or bloodshed, the site of a massacre for instance, or more commonly objects with grim associations. Scarecrows are no exception, giving these spirits the opportunity to poison the world with fear, and tear into the unfortunates that they ambush with razoredged claws - sharpened by spite, summoning forth shadowy crowlike creatures from beyond this world. Dangerous, but thankfully rare. Instinct: To Terrify and Kill
- Summon shadowy crows
- Feign inanimation
- Exhale tainted breath
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The Thorn Knight Group, Magical, Divine, Intelligent, Cautious, Hoarder, Construct Hack and slash (b[2d8+6] damage 2 piercing) 12 HP 7 armor Close, Forceful Special Qualities: Thorns, Loss of soul Instinct: To do what is right
- Slay
- Rose magic
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Displazer Beast Solitary, Large, Devious, Intelligent, Hoarder Tentacle whip (d10+2 damage 1 piercing) 16 HP 0 armor Reach, Near Special Qualities: Displacing magical beams, phasing molecules Displacer beasts can be a real pain. Hard to hit, impossible to track, and overall deadly to face in combat. Displazer beasts, however, are a whole 'nother ball game. They possess magical powers unlike any other, which they can fire through their two cannon-tipped tails. These magics can alter another beings state of matter, or make them phase into a different plane of existence for some time. They possess limited displacement abilities themselves, but they can follow their prey to other planes of existence when they transport them. Instinct: to feed.
- Fire beams of displacing magical energy at it's prey
- Transform another beings state of matter
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Antlion Solitary, Huge, Devious, Hoarder Acidic Mandibles (d8+5 damage 2 piercing) 24 HP 2 armor Reach, Ignores Armor Special Qualities: Blind, Highly-tuned vibration sensors The dunes of a desert are never a welcoming region, but the Antlion is one of it's lesser known treats for visitors. A giant towering centipede with acidic mandibles, tearing through flesh and metal alike. If you see one, don't even bother running, they can feel you as long as you're on the sand, in their domain. Instinct: To protect it's domain
- Emerge from below
- Acidic venom
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Byt Horde, Tiny, Organized Bite (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Flight A strangely mutated bat with a cartoonishly large head, and bright yellow eyes. They switch to red when its angered, and its teeth are shark-like in their size and sharpness. Instinct: To feed.
- Latch onto target with fangs.
- Group up with others
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Gremlin Queen Solitary, Large, Organized, Hoarder Diggers (d10+4 damage) 16 HP 1 armor Forceful Special Qualities: Adaptive Skin, Shovelling Hands If gremlins are a pest, then a Gremlin Queen is a beast. Queens are far less common than regular gremlins, but usually lie at the heart of every infestation. Not one for maternal instincts, they frequently consume their young to grow in size and power, and their skin can adapt in many different ways, and for far longer periods of time. Instinct: To grow
- Consume other Gremlins for strength
- Call Gremlins to charge attackers
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Golem Mens Imperium Solitary, Tiny, Stealthy, Devious, Construct Contact Sear (d6-2 damage) 12 HP 5 armor Hand Special Qualities: Short Range Telepathy The Mens Imperium is a frightening intellect that overrides control of the Golem Corpus. It is battlestandard and commander all at once. Little is known about the being, except that is housed in an oblong metal shell like an ornate greathelm, and it’s impact on the Corpus’ ability to engage is strategic combat is obvious. The majority of the references to them in ancient literature were warnings to common soldiers to never directly contact the Mens.
“The battleminds that keep our fine guardians in order are to be respected as both ranking officers ... (illegible) ... by no means should you handle one directly without express order.”
- Fragment of ancient military field manual
Instinct: to establish command- Command the Corpus
- Contact Override
- Disrupt Thoughts