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Abeil Stormwing Group, Organized, Intelligent longbow (b[2d8] damage 1 piercing) 6 HP 1 armor Close, Reach, Far Special Qualities: strong wings, poison sting, hive mind Instinct: to defend the queen
- hover and deliver a sonic assault
- alert the hive to danger
- buzz its wings and try to put them to sleep
- grab them and sting them with enfeebling poison
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Abeil Drone Horde, Organized, Intelligent light flail (d6 damage 1 piercing) 3 HP 1 armor Close Special Qualities: wings, poison stinger, hive mind Instinct: to defend the hive
- buzz its wings and try to put them to sleep
- alert the hive of danger
- grab them and sting with enfeebling poison
- fly by and strike with a chained flail
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Kobald Chief Solitary, Large, Intelligent, Cautious, Hoarder, Construct, Terrifying A large machete (b[2d10+2] damage 3 piercing) 20 HP 6 armor Forceful, Ignores Armor, Near Special Qualities: Magically enhanced, It's terrifying savage teeth The chief of the Kobald bandits, he's as bad as they come! Instinct: To be the strongest
- Lives to battle
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Kobald Bandit Group, Stealthy, Intelligent, Hoarder, Terrifying A club (d8+2 damage) 6 HP 1 armor Close Special Qualities: Hyena-like humanoid A nasty Kobald Bandit, one from a smaller group no doubt. But be wary of his vicious club! Instinct: To steal and pillage
- Mugs a player
- Low blow
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Goblin Beastrider Solitary, Stealthy, Intelligent, Hoarder Machete (b[2d10] damage) 12 HP 3 armor Close Instinct: To Dominate
- Summon a Beastly Mount
- Fight Dirty
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Kadima Oracle Solitary, Stealthy, Divine, Magical, Devious, Intelligent, Hoarder, Terrifying Bony talons (d6+2 damage) 14 HP 0 armor Close Special Qualities: Immune to heat and fire, Dessicated flesh that still lives The oracle of the Kadima Instinct: To interpret the fire and confuse the unbeliever
- Tell a confusing, spooky omen
- Hide in smoke and heat waves
- Channel Heat
- Confuse and addle
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Noose-Hydra Tentacles Horde, Small, Devious Strangle (d4+2 damage) 3 HP 0 armor Close, Forceful Special Qualities: Immunity: Crushing and Piercing Weapons Instinct: to Feed
- Entangle Prey
- Drag to the bladder
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Noose-Hydra Bladder Solitary, Large, Organized, Amorphous Acid (d10 damage) 19 HP 2 armor Ignores Armor Instinct: to feed
- Digest Prey
- Call tentacles
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Aswang Solitary, Stealthy, Intelligent, Terrifying Claws (d10+4 damage) 12 HP 1 armor Close, Forceful Special Qualities: Extremely sinew with an insect-like proboscis protruding from its' head. They live among humans in towns and villages as regular townspeople, usually perceived as quiet, shy and elusive. Despite this, they are even able to form friendships with a few locals. They will commonly have bloodshot eyes and bags under them due to spending nights up when they are looking for food. They only transform at night when they feel they are in need of food because they believe that God/Gods are sleeping or dead. When they are feeding, they go for very young children, if possible, using their proboscis to steal the unborn from the mothers' womb. The only way to tell an Aswang from a normal person is to look in their eyes; if your reflection is upside down then it is definitely an Aswang. Instinct: To extend its' life by feeding on the very young and unborn.
- Shapeshift - Can transform between human and original form.
- Contortion - Can hide in seemingly impossible places despite its' size.
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Mgalekgolo Solitary, Large, Intelligent, Cautious, Amorphous Battering ram encorporated to its arm. (d12+4 damage) 23 HP 4 armor Forceful, Reach, Ignores Armor, Near Special Qualities: Gestalt (hive-minded) Made up of many 'worms', which on their own are nothing special. But, due to their uncanny ability to connect with each other, they can form humanoid structures, incorporating unused armour to cover itself, giving the initial illusion of solid form, as ill-fitting as it tends to be. Because of the sheer number of worms, they form two of these behemoths, always hunting in pairs, but of one mind. Instinct: To defend where it has taken residence.
- Arm sweep - Lashes out with its battering ram-like arm.
- Body of many - Ignores any additional damage by a weapon with the 'messy' tag
- Brace - hunkers down as tight as possible and awaits an opening to attack
- Tactical flanking - Telepathically calls on its 'other half'