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Falchon Flowers Group, Large, Cautious, Planar, Amorphous Flower head has a needle teeth bite. The falchon shaped leaves are very sharp. (b[2d8+2] damage 1 piercing) 13 HP 5 armor Reach, Ignores Armor, Near Special Qualities: Leaf projections that are sharp and falchon-like., A protective shield leaf. 8 ft tall plant like beings that erupt out of the ground and are rooted in place. They are guardians to the mother Krynn plant. Their flower heads are clam shelled and feature substantial teeth like small knives. The head is supported by a thick stem which radiates 2 specialized leaves that are hardened and sharp (falchon shape). One other hardened leaf operates like a shield blocking blows. Instinct: Attacks and protects the Krynn mother
- Flower bite
- It can sense the black adalla (narcotic for its kind) and is easily persuaded by it.
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Squid Spider Group, Small, Devious, Intelligent stinging tentacle, fangs (d6+2 damage) 6 HP 1 armor Close Special Qualities: Stinging tentacle, paralyzing bite Multiple tentacled, unholy cross between and squid and a giant spider. Cluster of eyes at its core. Specialized stinging tentacle, paralyzing bite allow the Squid spider to wrap up its prey and drown it. Instinct: To hunt
- Paralyzes its prey and drowns them.
- tentacles can wrap up prey and drown it.
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Sun Lizard Group, Large, Hoarder Belches fire (d8+2 damage) 10 HP 2 armor Forceful, Near A large thickly scaled lizard. Thickly muscled. Mostly black with orange chaotic patterns. Heat rises from these patterns. Sharp front claws and a thick tail that can be used to ward off attackers. Instinct: Fiercely protects its nest
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Cult of Piranha Demons Horde, Small, Intelligent, Terrifying Needle teeth and barbed spears (d4+2 damage 1 piercing) 20 HP (Group) 1 armor Close Special Qualities: Uncanny blend of human and fish, No biological needs A demonic fusion of the features of piranhas and human children, each is a unique mixture. One has the lower half of a human being melded with the front half of an ugly, predatory fish. The next is mostly pale, scaled piranha, with human arms protruding from the sides clutching a cartiliginous spear, with a leering human face. Their random features result in varying capability to walk, swim, and fight, but gathered into a swarm known as a cult, they are vicious and dangerous nonetheless. Being demonspawn, they have no real need to breathe or eat, though they do the latter anyway. They whisper threats and dark secrets as they swarm. Instinct: To leave other creatures in tiny chunks
- Swarm and attack from all sides
- Lead them into dangerous waters
- Cast hooked nets over them
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Coffin Jellyfish Group, Large, Stealthy, Devious, Amorphous Ensnaring tendrils (d4 damage) 9 HP 0 armor It appears as a floating corpse such as a human skeleton or decaying fish. When you realize something is off- a mailed skeleton shouldn't be floating, or the carcass is encased in a crystal clear coffin of gelatin- it disgorges its contents at you along with a sticky fluid. They are impossible to spot from underwater, as they hold their contents above the surface. Rarely, a malformed, 'tall' coffin jellyfish will hold its contents upright, giving the appearance of a ghastly levitating body, drifting ever closer over the surface of dark waters. This horse-sized jellyfish thrives in freshwater or seawater. Capable of tipping over fishing vessels, it often succeeds in dumping victims directly into its maw. Prey in the water is captured in a forest of tendrils. Both suffer the same fate. Held beneath the water, air-breathers drown quickly, to be digested later. Fish and their ilk are little better off, as gelatinous flesh suffocates them. Satisfied with a single man-sized meal, a coffin jellyfish will likely try to slowly flee after engulfing one person. Instinct: To feed slowly on drowned flesh
- Appear as a floating corpse
- Vomit corpses at them
- Rock or capsize small boats
- Engulf living flesh into its gelatinous body
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Firesinger Group, Stealthy, Divine, Magical, Intelligent Fireball (with its instrument) (d8+2 damage) 6 HP 1 armor Close, Far The bards of the "firesinger". Singing songs of fire with. After the "great cadence", it rains fire and the firesinger burn himself. Instinct: Burn the world
- Singing songs of fire
- Disguise
- Firesong
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Old Robotic Construct Group, Large, Intelligent, Construct, Amorphous Large rusted swords (1d6 damage slashing) 5 HP 6 armor Forceful, Near, Far Special Qualities: Meant to act as a guard but went haywire Instinct: Determines who is worthy of passing attacks those it deems unworthy
- Guards
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Goben Group, Small, Stealthy, Intelligent, Hoarder gobknife (b[2d8] damage 2 piercing) 6 HP 1 armor Close Goblins native to the desert, who wear skintight GobSuits which retain their body moisture. They have great skill in navigating the desert while remaining undetectable to the abominations that make their home there. They often wield GobKnives, weapons shaped from the teeth and bones of desert abominations. Are hostile to outsiders, and will often launch ambushes on unsuspecting travelers to harvest their water. Travelers are likely to die here anyway, so why leave their valuable liquid to waste? If one can manage to make contact and pass their tests, they might find themselves inducted into a fiercely loyal and strange family. Instinct: Conserve water for the clan
- Navigate the desert with skill and stealth
- Ambush from beneath the sand
- Weaken foes by draining their water
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Matwah Solitary, Stealthy, Intelligent, Cautious Bow and Arrow (d8 damage) 8 HP 1 armor Close, Far Matwah is unusual for a dwarf, as he prefers to keep his distance and rain poisoned or flaming arrows down on his foes. If he realizes he is outmatched, he will not hesitate to flee and fight another day (or from the shadows). Instinct: Disrupt order Instinct: Disrupt order
- Poison
- Cheap Shot