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Sand-People Crossbreed Solitary, Stealthy, Intelligent, Hoarder Claws & teeth (b[2d10+2] damage) 20 HP 1 armor Close, Near A horrible creation by the Sand-People under the influence of old magics, a spawn of ancient rituals and sadistic breeding-ceremonies between chosen tribesmen and -women and charmed rare beasts of the Desert, known to be emissaries of the Great Dune-Father. After the breeding-ceremony mummyfied and buried in the sacred boneyard the worthy ascend from the ground as undead beings of skin and bone, one part human, one part beast. Worshipped but no longer controlled by the Sand-People they rip apart their own kin or head out into the desert to seek prey in the settlements in the deserts, only guided by the will of the Great Dune-Father. Sand-People slain by the crossbreed are considered infedels and will be thrown out into the desert, as a feast for the carrion feeders. Instinct: To devour
- Bring terror to the civilized
- Hide beneath the sands.
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Desert-People Hag Solitary, Small, Magical, Intelligent Ancient Magics (d8 damage) 12 HP 0 armor Close Nomads of the desert that live in the mountains and on the vast, dry planes. Scrawny figures, wrapped in cloth and rags which give them protection against the burning sun and the ability to kind of hide in plane sight, if the terrain allows it and if they are in their territory. The Hag shows much skin - which is as charming as an ancient woman can be, worn by decades of living in the desert, facing the winds and the sun and the weather. Sometimes blind and lead by a child which designates targets in battle the Hag is able to throw ancient magics against any foe that appears to be a thread to the Sand-People. Instinct: To protect the tribe.
- Channeling the power of the desert.
- Summon Desert-Storm: Confuse & blind the target
- Summon Desert-Hornet-Swarm
- Power of the Desert-Sun: Heat the area, melt sand, burn feet.
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Sand-People Fighters Horde, Stealthy, Intelligent, Hoarder Simple Weapons (b[2d6] damage) 3 HP 0 armor Close Nomads of the desert that live in the mountains and on the vast, dry planes. Scrawny figures, wrapped in cloth and rags which give them protection against the burning sun and the ability to kind of hide in plane sight, if the terrain allows it and if they are in their territory. Instinct: To scavenge
- Ambush Travellers
- Hidden beneath the sands.
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The Scion of Spring Solitary, Intelligent Razor sharp sword (d12+2 damage 1 piercing) 12 HP 2 armor Close, Ignores Armor The Scion of Spring is the Guardian of the Spring Vault and defacto leader of The People until such a time as higher ranking members can be awakened. He's a priest and civic leader, but highly trained in sword fighting and viciously devoted to the supremacy of The People. He carries the Spark of Life (a small jewel set into a wood and metal rod used to unlock Slumber Tanks) as well as a razor sharp bronze sword. Instinct: Protect the Vault of Spring
- Hack n' Slash
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Foglet Group, Stealthy, Devious, Amorphous Grody Claws (d6 damage) 13 HP 1 armor Close Special Qualities: Can fade into Fog or Mist Pale as the moon and with ever-damp, almost mucus-like skin, the Foglets are creatures you almost feel glad about only catching quick glimpses of, though the fact of the matter is that if these sadistic tricksters aren't dealt with quickly, you and your crew will surely find themselves sinking in an unfamiliar sea. Instinct: to distract and to run you aground
- It will disorient you, spin you around and goad you into leaping into the sea without realising
- Shapes in the Fog can just as likely be a Foglet than a crewmate
- It's disorientating tactics have led many to simply fall overboard, and navigation is that much more difficult when they ceaselessly distract you
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Sky Snappers Horde, Small Crushing Teeth (d6 damage) 3 HP 1 armor Close Special Qualities: Aquatic, Wings Like the gulls dive into the water to catch their fish, so dives the Sky Snappers into the air to catch their prey. Small winged sea-beasts with wings and fins to let them traverse sea or sky as they choose. You laugh? You think this is a joke? We'll see who's laughing when your crew is assaulted by a school of hungry sea lions all diving at you like gulls going for the last bite of your sandwhich. Instinct: Catch weak prey
- Dive out of the sea
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Merfolk Group, Stealthy, Magical, Organized, Intelligent Clawed grasp (d6 damage) 6 HP 0 armor Close Special Qualities: Aquatic All have heard tales of the sirens of the seas. They lure sailors to their death, pulling them beneath the surface before their peers can even tell what is happening. Some see this as misfortune, a tragic coincidence that befell them. I'll tell you, it's not. The merfolk are devious and calculating, they hunt in groups and pull us land-dwellers down into the depths, never to return. Why do they hunt us? For food? For sport? Or do they have a darker purpose in mind? Instinct: Devour land-dwellers
- Pull into the depths
- Allure and tempt
- Fool the senses
- Take the place of retreating kin
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Man-Ant Soldier Horde, Organized Spear (b[2d6+2] damage) 3 HP 1 armor Close, Forceful, Near The Man-Ant solider fiercely defends its colony and its queen. Man-Ant is actually a misnomer, as the soldiers of the Man-Ant colonies are all female. These soldiers wield sharp spears and have a strength that belies their slender form. Instinct: Protect the colony
- Never flees combat
- Release danger pheremones
- Attacks in Swarms