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Jinkin Horde, Tiny, Intelligent, Planar Shiv (d6-2 damage 1 piercing) 7 HP 2 armor Hand Jinkin are one of the gremlins, fey born out of entropy. Jinkins focus their talent on sabotaging machinery and mechanisms, causing them to malfunction in ways that never cease to amuse the tiny fey. Anybody who works with technology rightly hate the little beings. Instinct: To make things break
- Sabotage items
- Can curse items when in larger groups
- Damage die increases by one step when ambushing
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Satyr Frenzyheart Solitary, Magical, Planar, Evasive Greataxe (d10+4 damage 3 piercing) 12 HP 1 armor Close, Forceful For some satyrs, nothing beats the feeling of adrenaline rushing through their veins, as they face down an opponent. Addicted to the risks they take and the rage that burns in them, they throw themselves at opponents with wild abandon, losing themselves in a bloody revel. When beneath half life, their damage die increases by one. Instinct: To enjoy life
- Enchant people with their pipe
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Satyr Horde, Magical, Intelligent, Planar, Evasive Dagger (w[2d4] damage 1 piercing) 3 HP 0 armor Close Satyrs are the fey embodiment of the wild side of youth. Rambunctious, lustful, party-loving, hard-drinking. Satyrs prefer to enjoy life at full speed, dancing from encounter to encounter, living fully for today. Instinct: To enjoy life
- Enchant people with their pipe
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Ursae Solitary, Large, Magical, Intelligent, Construct, Terrifying, Amorphous Claws and fangs (w[2d10] damage) 27 HP 5 armor Near Special Qualities: defending wizards while they cast long or self-dangerous spells, it is made from any creature's bones It's horrible. It's a giant bear made of bone and eats flesh of any living creature by pure instinct and hunger. Can be called only to defend any wizard that needs to cast a long or self-dangerous spells. It can be summoned from zero at any place where it exists enough bones of any creature to made its body. The more bones are available, the bigger the bear is. Ancient magic protects him, and is tremendously smart due to its ability to defend its master from any danger, so it's very hard to kill. The more flesh it eats, the more bones it uses to get himself bigger, and once his task is done, it runs freely on its own until is called again by another wizard in need of protection, so it only dissapears for good once you kill it. Instinct: Pure Hunger
- A bone made bear who eats living flesh
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Medusa Ambusher Solitary, Devious, Intelligent, Evasive Shortbow (d8 damage 2 piercing) 12 HP 2 armor Close, Near Feared and often shunned, many medusas learn how to remain unseen. Some do so to avoid being in the way. Others to better get close to their victims. Their damage die increases by one step when ambushing. Instinct: To endure
- Petrify with a gaze
- Injects weakening venom
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Xorn Group, Intelligent Massive Maw ([w2d8+4] damage) 10 HP 1 armor Close, Forceful Special Qualities: Immune to flanking, fire and cold, Resistant to electricity Xorns are bizarre creatures from the elemental realms of earth. They can move through the earth as if it was water and sustain themselves by eating metal and gemstones. Instinct: To eat metal and gems
- Move through earth
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Morlock Tunnelstalker Horde, Stealthy, Intelligent, Hoarder Crude Axe (d6 damage 1 piercing) 3 HP 0 armor Close Special Qualities: Excellent climber, Blinded by light Morlocks have learned that to survive, they have to remain unseen. Tunnelstalkers excel at this, evading predators and hunting prey on silent feet. Their damage die increases by two steps when ambushing. Instinct: To protect the warren
- Leap at enemies
- They deal an additional +1 damage when attacking in groups
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Morlock Horde, Stealthy, Intelligent, Hoarder Stone club (d6 damage) 3 HP 0 armor Close Special Qualities: Excellent climber, Blinded by light Descendants of humans who fled underground long ago, morlocks have lost much of their past. Adapted to the dark, they skulk around, fighting to survive in an environment filled with danger. While not stupid, they have been set back millennia technologically, relying on clubs and crude constructions to defend their lairs. Their damage die increases by one step when ambushing. Instinct: To protect the warren
- Leap at enemies
- They deal an additional +1 damage when attacking in groups
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Xill Wildtender Solitary, Divine, Devious, Intelligent, Planar Quadruple Blade Blender (b[3d8+2] damage) 14 HP 2 armor Close Many groups of xill work with various beings, such as plants or animals, that they cultivate for their aid. The wildtenders are given dominion over these beings, communicating with and nourishing them. Once per battle, they can heal a target for twelve HP. Instinct: To procreate
- Fight with multiple weaponry
- Can inject eggs
- Travels to and from the Ethereal Plane
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Dream Eater Solitary, Magical, Devious, Intelligent, Planar, Terrifying Dream Sundering Claws (w2d8 damage) 12 HP 4 armor Close, Ignores Armor Special Qualities: Can sense the sleeping, Nightmare mimicry Dream eaters are born in the ethereal world of dreams, where they nourish themselves off the dreams of mortals. The more intense the dream the better, so they have been known to cause nightmares to heighten the emotions. This is normally harmless, but if a dream eater fixates on a specific person, the continual nightmares can have detrimental effects on the person's well being. Instinct: To eat dreams
- Cause creatures to fall asleep
- Can inflict the scarred debility with a touch
- Can turn dreams into nightmares with a touch