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Moss-slick Guardian Group, Large Huge stone pole (w[2d10+4] damage) 10 HP 3 armor Forceful, Reach Special Qualities: Slippery, Magical senses, Stone body These guardians can block a corridor or entryway on their own. A pair or trio can defend a pass or gate. They stand immobile, striking only to dissuade forceful or violent attempts to bypass them, though they've also been known to cripple vehicles. These guardians have spent the ages partly submerged and have gained a coating of slick moss, as well. It might be easy to mistake one for a shambling moss beast, until an attack is forestalled by solid stone. Instinct: To deny passage
- Block the path with stone limbs and poles
- Aggressively crush any true, demonstrated threat
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Good Knight Caellis Group, Intelligent, Cautious Glacial Broadsword (b[2d8] damage) 6 HP 5 armor Close Knight Caellis strives to be the epitome of the shining knight. His glittering mail and glacierglass arms certainly give him the appearance. Caellis rarely removes his helm, wishing to remain a superhuman symbol in the eyes of the peasantry. Instinct: To inspire others to chivalry
- Fight honorably despite the opponent
- Wait for them to strike, then parry and riposte!
- Give quarter to the foe
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Pathfinder Chronicler Storyteller Solitary, Intelligent, Evasive Brass Knuckles (d10+2 damage) 16 HP 1 armor Close Having gained a great amount of lore and experience, these guys still crave more knowledge, but also endeavor to spread it around so that others may learn. Thrice, they can pull out various brickabracks to get them out of a tight spot. Instinct: To learn new things
- Decipher ancient languages
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Pathfinder Chronicler Scribe Group, Intelligent, Hoarder, Evasive Brass Knuckles (d8+2 damage) 10 HP 1 armor Hand The world is full of wonders and these guys want to see it all. They travel far and wide, exploring every corner and collecting a variety of knickknacks to help them out. Twice, they can pull out a random item that can help them out of a bind. Instinct: To learn new things
- Decipher ancient language
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Calikang Horde, Large, Divine, Magical, Intelligent Blade and Punch Combo (b[2d6+5] damage 3 piercing) 13 HP 3 armor Special Qualities: Immune to Electricity, Ward 5 against Magic, Absorbed Electricity and magic is converted into healing, Can walk on air and water, Can see through illusions, Calikangs are the divine children of a guardian god who long ago failed at his appointed task. In shame, he cut off his fingers, which became the calikang. They believe they have inherited the sins of the creator and now serve as mercenary guardians to pay off the dept of karma that rest upon their shoulders. Instinct: To guard
- Freeze itself in hibernation
- Can breathe an element of their choice for d12/d6 with the Near, Group and Ignore Armour tags. They deal +6 damage if they use electricity
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Nihiloi Horde, Magical, Planar, Amorphous, Evasive Shadow lash (w[2d6] damage) 6 HP 1 armor Close, Reach Special Qualities: Immune to Cold, Darkvision, -1 to hit if aware of attack, Telepathy, Regenerate 1 in darkness Nihiloi are inhabitants on the Shadow Realm. While many think the shadowy beings are fearsome, they are actually a very shy species, prone to bloating and stretching their malleable form whenever they feel threatened in order to appear fearsome. Collectively, they are a tad resentful of other species who use their home realm as a glorified magical super highway. Instinct: To guard the Shadow Realm
- Shape shadows into tools
- Can read a target's thoughts
- Can explode in a frenzy of tentacles, dealing d6/d4+3 with the Reach and Group tags
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Shadow Mote Swarm Group, Tiny, Stealthy, Devious, Swarm Shadow Wave (d6-2 damage) 10 HP 0 armor Hand Special Qualities: Undead, Anyone engaged in melee gets -1 ongoing Not all repressed emotions become a full blown shadow when a person dies. Sometimes, they just become a shadow mote, a small speck of rejected emotion. While not that dangerous on its own, when they congregate they turn into ravenous dark swarms. Instinct: To consume
- Become one with the shadows
- Can turn incorporeal. It's damage die is reduced to D4, but it can inflict weakness with its attacks
- Can inflict a disease that causes shaky and sickened
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Ogre Mage Solitary, Large, Magical, Intelligent, Hoarder Great Blade (b[2d10]+1 damage 1 piercing) 16 HP 2 armor Special Qualities: Darkvision, Regenerate 1 per die roll unless subjected to fire or acid, Magical flight Onis who take an ogre as host tends towards being self-serving and uninterested in the overall scheming of oni kind. They can be found in a variety of comfortable roles where they can get their hands on the luxuries they enjoy. Instinct: To live a life of pleasure
- Turn invisible
- Conjure darkness, Change shape