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Dyv, Lackey Brains Group, Stealthy, Intelligent Sling (d6 damage 1 piercing) 6 HP 1 armor Close, Near Special Qualities: Uses Every Trick in the Book Dyv's mother always said he'd make a great scholar someday, but after she sold him to the Sand Wyrm gang for being too neurotic he gave that idea up. Still, he's not the dimmest candle in the Sand Wyrms, and it got him ahead a bit. Now he's part of an elite group, if Dipp is to be believed, and surely his luck has turned around at last. Instinct: to avoid harm
- Attacks from a distance
- Pocket Sand - Attempts to blind enemies who get too close
- His nervous tick gives him away
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Duk, Lackey Muscle Group, Intelligent, Cautious Club (b[2d8+4] damage) 8 HP 2 armor Close, Forceful Special Qualities: Blocks when he remembers Duk was really happy to be on a team. I mean, He'd always gotten picked for teams growing up, maybe because he was a foot taller than most of the people he knew, but Dipp said he picked Duk for his brains, which made him feel good. He just wished he knew what "sarcastic" meant when Dipp says he's being that way. Instinct: to crush his problems
- Follows Dipp as best he can
- Can take a licking
- When in doubt, flex
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Dipp, Lackey Leader Group, Intelligent Sucker Punch (b[2d6] damage +1) 6 HP 1 armor Close Special Qualities: Calls the shots, Fights dirty Dipp was never the strongest or fastest or brightest of the Sand Wyrm gang... or the the wisest or most charismatic... but at least his cronies Duk and Dyv listened to him. Someday he knows he'll reach the big time - organized crime middle management. Instinct: to overcompensate
- Bully to make himself feel better
- When the going gets tough, get out of there!
- Hold a grudge for making him look bad
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Ender Solitary, Huge, Magical, Divine, Terrifying, Amorphous Crush (d12+9 damage 2 piercing) 29 HP 5 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Immense power and awe This is the way the world ends. When the Crack that tore the earth asunder grows, the Ender shall rise and slouch towards all civilization to dismantle it. This force of chaos, a gargantuan multi-limbed amorphous blob, consumes reality and digests it, deconstructing it. When set loose, the Ender will revert all order and harmony into bedlam. Instinct: To consume
- Slowly digest reality
- Slouch towards civlization
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Milk Tooth Fairy Group, Tiny, Stealthy Numbing bite (d4-2 damage) 3 HP 0 armor Hand It's customary for the little ones to leave their fallen milk teeth out on the bedside. Under the pillow? Oh goodness no, you'd not want them startled awake by little hands scrabbling beneath the pillowcase. Or worse! No grown being wants to wake to that overfilled grin hovering over them with tiny talons prising apart their lips, let alone a young'un... Instinct: to collect teeth for the nest
- Nip, then fly away
- Flit distractingly about their heads
- Scatter when things get rough
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Slender Man Solitary, Stealthy, Terrifying Tentacle (d8 damage) 16 HP 0 armor Close Special Qualities: Undead, Teleports A mysterious and new type of ghoul the Slender man is most commonly described as very tall and thin with unnaturally long, tentacle arms; which he can extend to intimidate or capture prey. In most stories his face is white and featureless, but occasionally his face appears differently to anyone who sees it. He appears to be wearing a dark suit and tie. The Slender Man is often associated with the forest and/or abandoned locations and has a limited ability to teleport within anywhere within its gaze. Proximity to the Slender Man is often said to trigger a "Slender sickness"; a rapid onset of paranoia, nightmares and delusions accompanied by nosebleeds. Instinct: Devour the weak
- Mimics voices
- Face changes
- Teleports
- Summon Kinder Ghul
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Mark Solitary, Magical, Stealthy, Divine, Intelligent, Planar Playing cards (d12+2 damage 1 piercing) 14 HP 4 armor Close, Far Mark is the Dreamspawn in human form. He can only take this shape in dreams. He will interrogate and attack through playing cards. Instinct: To control
- Dreams
- Cheats at cards
- Change the dream
- Create nightmare
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Demilich Solitary, Tiny, Magical, Intelligent, Hoarder, Terrifying Blood-curdling Howl (d10-2 damage) 20 HP 4 armor Hand, Reach, Ignores Armor, Near, Far Special Qualities: Disembodied floating skull When a Lich has not rejuvenated its phylactery with souls, its body slowly erodes and falls away, leaving only the skull of its former carcass. Still dwelling in the labarynthine corridors and rooms that the former Lich called its lair, it seeks to merely exist, having forgotten to ply its phylactery with souls. When disturbed, the skull activates to defend its sanctum, rising wraith-like to ward off intruders by emitting a howl that can kill the weak-hearted. So long as the demilich's phylactery remains intact, it cannot be permanently destroyed. But, even by committing one soul to its phylactery, its body and memories of spells begins to return as it takes on some semblance of its Lich form once more. Instinct: To survive
- Emits a blood-curdling howl. If Defy Danger +Con role failed, HP drops to 0. If successful, target is frightened for a moment
- Steals the vitality of its' target within 10ft of it, gaining the life points it takes from the target.
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Death Knight Group, Magical, Organized, Intelligent, Hoarder Longsword (b[2d8+2] damage) 14 HP 3 armor Close, Reach Once a follower of truth and justice, now fallen to the depths of darkness through the failing actions made in life. Now this Paladin shall roam the plains as a hateful undead creature. Clad in plate-mail, its skeletal form brings forth war from the darkness to blot out the living. The only true way known to stop a Death Knight for good is for it to atone for the life of wickedness or to find redemption from the evil acts committed in life. Sometimes commanding lesser undead, and still wielding its divine magic, staring into those intensely burning points it calls eyes, its hard to think of any kind of salvation or redemption... Instinct: To spread darkness and evil
- Rises again after being defeated
- Casts divine spells (from Clerics Spell List)
- Calls forth a squad of undead
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Spectator Solitary, Divine, Magical, Devious, Intelligent, Planar Central Magical Eye (d8+2 damage) 16 HP 1 armor Close, Ignores Armor, Near, Far Special Qualities: Levitates, Telepathic The Spectator is a creature that is summoned using 4 eye-stalks of a beholder by a wizard of some power. With only the 4 eyes surrounding its central eye, the Spectator will guard whatever its summoner wishes for exactly 101 years. Once this time ends, it typically takes up shelter in the plce it was defending, taking on the mannerisms of its former master, it now has time to develop and pursue the madness of its contributing beholder, amplified by its loneliness. Instinct: To Guard
- Eye Ray: 2d4 of Magical effects (if duplicate, only one opponent targetted)
- Spell Reflection: Reflects any failed spell aimed at it to a target of its' choice.
- Magically creates enough food and water for it to sustain itself for 24hrs.
- It carries with it the knowledge of the beholder whose eye-stalks were used to summon it.