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The Abandoned Solitary, Large, Magical, Divine, Planar, Terrifying, Amorphous Burning Acid (b[2d10+4] damage) 25 HP 5 armor Forceful, Reach, Ignores Armor Special Qualities: Feels no pain, Appears as a giant skull enveloped within a floating blob of warbling red acid Nicknamed "The Abandoned," these poor creatures appear as a giant skull enveloped within a floating blob of warbling red acid. Their nickname stems from the fact they are constantly bawling, screeching about being "left behind." They seem to be in a constant state of utter despair, leaving a trail of burning acid tear drops that ignite and burn everything they touch. If they're not openly weeping then they are screaming bloody fucking murder and flying through the air in an attempt to destroy anything that may have disturbed their self-loathing. No one knows what they are blathering on about, but the truth is that "The Abandoned" are the spirits of those who died just as the world's arcane energy tore the world apart. The spirits retain the knowledge of the old worlds and weep for their deaths. When one of "The Abandoned" is defeated, it will become a normal sized floating skull that will forever follow whoever defeated them. For some reason, in defeat "The Abandoned" shift gears and become filled with overwhelming love and joy for whoever bested them. They often quietly speak soft words of affection to their new friend. Instinct: To weep drops of flaming acid everywhere it goes
- Charge screaming at an enemy
- Remember all worlds and weep for their destruction
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Bon'ka Group, Magical, Stealthy, Intelligent, Terrifying, Amorphous Eye Blast (w[2d10] damage) 13 HP 7 armor Close, Ignores Armor, Near, Far Special Qualities: Appear as a pitch black hooded figure, draped in cloths, black antler protruding from the hood, and glowing yellow eyes The Bon'ka are known as the strange, unruly protectors of magic. Even before the mage war, the Bon'ka weaved a bit of magic into nature itself which preserved both energy and the world itself. After the war and the twisting of all worlds, the Bon'ka remained unchanged even though the world itself had. These creatures have no allegiances and some say they lost their minds after the wizard war tore the world's arcane energy apart. They want to see all of the magic returned to nature itself, but are unable to leave their forest. Perhaps they will aid another in retrieving magical artifacts, but once retrieved can they be trusted not to take them for themselves? Instinct: To confuse magic hunters
- Offer up mysterious clues
- Morph into natural surroundings
- Command nature to subdue an enemy
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Trueclaw Horde, Small, Stealthy, Devious, Intelligent Razor Claws (d4+2 damage 1 piercing) 3 HP 2 armor Close Special Qualities: Immune to being knocked down The Trueclaws are a gang of a cat-like race of creatures that are practically literal cats that stand on two legs, wear hooded capes, pants, and a belt, speak common language, and love to steal shit. They travel in small groups because they are notorious for not getting along with anyone--including their own kind. They are foul little beasts who will cut you for looking at them. Instinct: To be contrary
- Pounce on a distracted enemy
- Steal, snatch, and take
- Move with speed and grace
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Spider Queen Solitary, Large, Stealthy, Devious, Intelligent, Cautious, Hoarder, Terrifying Claws (d8+2 damage 1 piercing) 20 HP 2 armor Reach, Near, Far Special Qualities: Barbed spindly legs The Spider Queen is not your average giant spider. She loves trinkets - jewelry, rubies, emeralds, gold, armor - anything that shines, she must possess. She also has a lot of cunning for a spider - she will create web shields, or capture one enemy to gain leverage on the others. Beware the Swarm of Spiders she can send flying at you - this can escalate quickly! Instinct: to collect treasure
- Swing Claws
- Capture someone for leverage
- Release Swarm of Spiders
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Swarm of Spiders Horde, Tiny, Devious, Hoarder, Terrifying Fangs (d4-2 damage 1 piercing) 7 HP 1 armor Hand, Far Special Qualities: Spindly legs with barbs The Swarm of Spiders can be deadly. They exist simply to feed on whatever they find, and can easily wrap even the most hulking warrior in a strong web, immobilizing their prey while they continually bite and claw at them, until death. Instinct: to ensnare
- Bite
- Ensnare in web
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Swarm of Rats Horde, Tiny, Devious, Hoarder biting (d4-2 damage 1 piercing) 3 HP 0 armor Hand The Swarm of Rats attempts to consume anything in its path, and often is ridden with disease. Instinct: to feed
- Overwhelm and consume
- Infect with disease
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Helder's Chosen Cultist Leader Group, Stealthy, Magical, Intelligent Dagger (d6 damage) 6 HP 1 armor Close A leader of the cult of Helder's Chosen, these men and women have been given some light armor and trained in some spells that help break a persons mental fortitude, either to allow easy escape or easy abduction. Instinct: to bring about Helder, the Dark Lord
- Summon pestilence
- Hide in the shadows
- Conjure an illusion of a character's worst fear
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Helder's Chosen Cultist Group, Stealthy, Intelligent Dagger (d6 damage) 6 HP 0 armor Close Wearing dark black robes, Helder's Chosen devote all of their being to simply bring others into the cult. Few know the true reason for the cults existence; most are brainwashed by malnutrition and abuse to the point of servitude. They are not particularly strong, relying on a few leaders to handle most dangerous situations. Instead, when faced with more physical tasks, the cultist will fall to the depths of the shadows to make sneak attacks. Instinct: to convert
- Stab
- Hide in shadows
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Giant Rat Solitary, Devious Biting (d8+2 damage) 12 HP 1 armor Close Special Qualities: Mutated and deformed bones act as amor A hulking Giant rat. Mutated and deformed, no one is sure how it could be so large Instinct: To consume
- Most rats try and devour, but this one is different. It is better and wants to be the only rat so it can consume everything for itself
- It can poison or infect those who it bites