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Totenmaske Solitary, Stealthy, Devious, Intelligent Flesh Warping Claws (d8 damage 1 piercing) 16 HP 0 armor Close Special Qualities: Resistant to Cold, Undead Natural shapeshifters infected with ghoul sickness transform into totenmaske when the disease reaches it climax. Their natural ability to alter themselves mixes with the ghoul's inclination to eat flesh, giving them a peculiar power over both their own and their victim's flesh. Instinct: To feast on corpses
- Shape flesh with a touch
- Steal the shape of someone they have hurt
- Inflicts the Sickened and Scarred debilities with their touch
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Mystic Theurge Zealot Solitary, Divine, Magical, Intelligent Sacred Spell Blast (d10+2 damage) 14 HP 0 armor Close, Ignores Armor The mental focus to truly fuse the arcane with the divine requires a spine of iron and a will of fire. Only those fully devoted reach this stage of synthesis. Instinct: To fulfill the will of their god
- Combine magic and divinity
- Use divinely inspired magic
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Mystic Theurge Devotee Group, Divine, Magical, Intelligent Sacred Spell Blast (d8+2 damage) 8 HP 0 armor Close, Ignores Armor Mages in service of the gods eventually learn to combine their arcane talent with the gifts of the divine, reaching a unique synthesis. Instinct: To fulfill the will of their god
- Combine magic and divinity
- Cast divinely inspired magic
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Yrthak Group, Huge Diving Strike (d8+3 damage) 14 HP 2 armor Hand Special Qualities: Immune to visual powers, Immune to Sound, Blind, Flight The blind predators scour the terrain for food using their mastery of sound to echolocate suitable prey. Instinct: To eat
- Launch a sonic lance either at a single target for d8/d6 damage or a group for d6/d4. It has the Sound Elemental tag.
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Chaos Giant Solitary, Huge, Magical, Intelligent Brutal Fist (d10+5 damage) 20 HP 0 armor Forceful Special Qualities: Immune to Negative The God of Destruction has a habit of leaving bits of detritus fallen from their divine body lying around the multiverse. Giants who find these shards and bind with the divine energy in them become chaos giants. Wilder and much more impulsive than other types of giants, chaos giants can be fearsome opponents. Instinct: To serve its clan
- Stuff itself full on living beings
- Breathes negative energy for d8/d6 damage with the Negative Elemental and Ignore Armour tag. This ability can only be used if the giant has recently eaten
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Grudge Keeper Group, Divine, Intelligent, Planar, Terrifying, Large Iron Lance (d6+2 damage) 12 HP 3 armor Reach Special Qualities: Resistant to fire, cold, electricity and acid, Immune to poison, Immune to Forceful and take -2 damage from attacks with that tag, Flight, Incarnation of Divine Grudge The dark side of the dwarven pantheon is their ability to carry grudges for many generations. When they finally decide its time for payback, grudge keepers are the bearers of their very ill will. Instinct: To bring judgement for the dwarven pantheon
- Harvests 5 HP when reducing a target to 0
- Damage die increases by one step against targets of their grudge
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Star Trek Space Hippies Group, Intelligent, Planar Alien Dagger (d8 damage) 6 HP 0 armor Close Special Qualities: Annoying Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(Dr. Sevrin or chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction
- Chant
- Replay Woodstock
- Die
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Dragonkin Horde, Intelligent, Large Dragon Glaive (d6+5 damage 1 piercing) 7 HP 2 armor Close, Forceful, Reach Smaller and more humanoid than the dragons they resemble, dragonkin are an extremely emphatic species, even capable of crafting an intensely close bond that allows them to speak with their partner through their thoughts. Instinct: To protect its partner
- Bond with another being
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Tiefling Heart Piercer Solitary, Intelligent, Evasive Rapier (d10+2 damage 3 piercing) 16 HP 1 armor Close Special Qualities: Resistant to Cold, Electricity and Fire These tieflings are master duelist, targeting and eviscerating a single opponent before moving on to the next, relying on their nether-worldly constitution and grace to see them through trouble as they systematically dismantle the opposition. They gain +3 damage and +3 armour as long as they are engaged with a single opponent. Instinct: To succeed
- Create Clouds of Darkness
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Erinyes Solitary, Intelligent, Planar Flame Forged Rifle (b[2d10+2] damage 1 piercing) 12 HP 2 armor Close, Near, Far Special Qualities: Flight, Immune to Fire and Poison, Resistant to Acid and Cold Erinyes are the determined hunters and executioners of hell, leaving the question of guilt for their superiors. Their determined and merciless, capturing and killing without hesitation as their mission requires. Instinct: To hunt Hell's enemies
- Entangle an opponent in rope
- Sees through illusions and invisibility