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Aarakocra, Athasian Group, Organized, Hoarder Spear (d8 damage 1 piercing) 6 HP 3 armor Close Special Qualities: Flight Deep in the Athasian deserts live tribes of Aarakocra. Scavenging for meat, preferably carrion, and if not, any source of meat can be made carrion. Aarakocra worship the sun, for it is the sun that provides the thermals they need to soar the yellow skies. But if need be there are also other needs, demanding a toll of gems and other valuables from caravans seeking passage form their territory and ransoming prisoners is something they have also learned to do. In combat they are protected a thick bone structure around their chest, the rest of the skeleton is however hollow and extremely fragile. Instinct: To glide the thermals in search of food
- Diving Spear Thrust
- Call large avian allies
- Volley of Darts
- Net fall
- Desperation beak attack
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Swamp Trapped Girl Solitary, Magical, Devious, Intelligent fists (d6 damage) 16 HP 6 armor Close Special Qualities: Her apperance lets her meld with her environment Instinct: to escape
- Empower her physical abilties
- Fog Cloud
- It will inflict you with the swamp curse
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Elf-Hound Group, Small, Organized, Intelligent Razor sharp teeth ([1d8] damage 2 piercing) 6 HP 0 armor Close More akin to a cat or a fox....or maybe wolf was feeling amorous...but mottled green fur? No matter, these fey elf-hounds can hunt a moth that hasn't been seen for a week. And if you see one, you can bet your last silver there's more you haven't and their master to boot! Instinct: To Hunt
- To serve those of Elven Blood
- If there's one, there's more.
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Royal Elven Bounty Hunter Group, Stealthy, Magical, Intelligent, Hoarder Elven Bow (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Far As the story goes, or at least as Geofrom tells it, is that the little halfling thief didn't even know he had a bounty on his head before the Hunter had taken him. Swift as the wind, and silent he was. A single Hunter and his elf-hounds? I'd rather face a dragon. Instinct: To collect bounty
- Hunt without mercy
- When an opponent is delayed, it's because of a well planned trap.
- Magic assists the hunter.
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Free Robot Solider Group, Organized, Intelligent, Construct Spikey Iron Fists (d8+2 damage 1 piercing) 6 HP 3 armor Close, Forceful Special Qualities: It was made for fighting but has turned on its creators Foolish men thought they could create death machines without consequence. They are now discovering what a terrifying enemy these machines can be. Instinct: Fight the enemies of Robots
- Defend comrades
- Send Silent Alert to other robots in the area
- "Free" robots and others who are oppressed
- Fail to understand human rational
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Kopru Group, Stealthy Talons (d8 damage) 6 HP 2 armor Close Special Qualities: Charm as per wizard spell, Amphibious Koprus are a degenerate race of heat-loving amphibians. Though they possess intelligence and power, their civilization has been in decline for generations.Evidence suggests that koprus once boasted a powerful undersea culture. They mastered psionics and built an extensive cities. But climactic shifts or increased competition from other marine races started these creatures on a descent into barbarism that continues to spiral.The expansion of kopru society is severely limited by their need for extremely hot, wet environments (such as volcanic hot springs).Adventurers tell of finding ruined kopru cities on the ocean floor, filled with exotic treasures and occupied by monstrous marine life. Scholars guess that the kopru ability to read a charmed creature’s thoughts may be the last remnant of the psionic abilities so common during their days as a civilized power.Koprus view humans as brutes to toy with and control. They stalk strangers that wander into their realm, then attack at the victim’s most vulnerable moment. Their society is described as being "matriarchal and savage".The kopru, a man-sized creature with a humanoid upper body, has a smooth head, large eyes, and a tentacled, sphincteral mouth. Its two arms end in webbed, clawed hands, and its sinuous lower body splits into three fluke-like, prehensile tails, each capped with a sharp hook. Kopru skin, light tan at the creature’s hatching, gradually tums to olive in adulthood and fades to a sickly brown in old age. Instinct: Charm and enslave intruder
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Guardian Gray Ape Group, Organized, Intelligent, Construct Rip asunder (d8+2 damage) 10 HP 0 armor Close, Forceful Special Qualities: Transformed victim of the Fountain of Life The ruins of the ancient city is inhabited by some ape-like creatures who are highly intelligent and try to keep anyone away from the Fountain Of Life by force, attacking any human that enters the city.These apes are about 7 feet tall and covered in shaggy, grey-white fur. They roughly resemble gorillas, but are more upright. They also have larger tusks and bloodshot eyes. They are magically bound to the forgotten temple after drinking from the Fountain of Life. Instinct: Charge!
- Guards
- Call for more Gray Apes
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Gigantopithecus Solitary, Large Pummel (w[2d10] damage) 16 HP 0 armor Reach, Forceful It’s name says it all; it was a monstrous ape, closely related to the orangutan, that roamed the bamboo forests, jungles and mountains of China, India and Vietnam during the Pleistocene. It was a vegetarian, but scary nonetheless; it could grow up to three meters tall and weigh up to 550 kgs! Its strength must have been extraordinary and probably kept it safe from most predators. It finally went extinct 300.000 years ago, possibly due to overhunting by early human species or as the result of climate change. Of course, all yeti and bigfoot believers like to think that Gigantopithecus survived somehow in the most remote parts of the Himalaya… Instinct: Peaceful unless angered
- Protects territory
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Harbor watch Horde, Intelligent (d6 damage 1 piercing) 6 HP 1 armor Close, Near, Far Usually ex-military, Harbor watchmen are more adept and equipped than the city police and have a higher sense of duty. They are sworn to protect the water and skies around Lanark. They are harder to bribe than the police, but given the corruption in the city that’s not really saying much. Instinct: Protect Harbor
- Chase criminals by boat or airship
- Enforce the Law
- Follow orders
- Take (Large) Bribes
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Dino Lieutenant Group, Cautious, Hoarder (d10 damage 1 piercing) 6 HP 5 armor Close, Near These salamanders are descendants of dinosaurs and stand roughly the same height as the average human. They have the ability to wield martial weapons and usually carry shields as well. Dinos are typically heavily armored, and are experts at martial combat, making them a formidable opponent. They are often mercenaries, or middle level members of gangs and love collecting valuables and trinkets. Instinct: To collect treasure
- Parry enemy attacks
- Attack with sheild
- Take orders
- Give Orders