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Basilisk Solitary, Large, Intelligent Tail Swipe (b[2d10+4] damage) 16 HP 2 armor Close, Reach, Forceful Special Qualities: Amphibious, Rock-hard Scales, Petrifying Toxin "Ah yes, Basilisks. Huge, blackened crocodile-like beast with six legs, beady yellow eyes on the side of their heads and heavy tails the size of a healthy tree. When you see one, fucking run. These things are no joke - let me tell you the story of one-armed pete..."
Instinct: to defend its territory- Bite with sword-like fangs, delivering petrifying toxin that slowly but surely spreads
- Ambush its prey, strike when they are weak or asleep
- Outright ignore blows from normal weaponry
- Swipe them with a tail like a log
- Retreat into the water
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Tosima Atos Solitary, Divine, Magical, Organized, Intelligent, Cautious, Hoarder Glaive & Shield (b[2d10+2] damage 2 piercing) 18 HP 5 armor Close, Reach Instinct: to be known
- Slice them with inhuman grace
- Fight like a dance in whirling motion
- Chant a hymn of Protection
- Radio for Help
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White Phalanx Elite Group, Organized, Intelligent, Cautious, Hoarder Glaive & Shield (d8+2 damage 2 piercing) 10 HP 5 armor Close, Reach, Near Instinct: to get paid
- Lock shields
- Slice them with inhuman grace
- Fight like a dance in whirling motion
- Make them bleed out
- Surround Them
- Radio for Help
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White Phalanx Mercenary Group, Organized, Intelligent, Cautious, Hoarder Scimitar & Shield (d8 damage 1 piercing) 6 HP 4 armor Close Instinct: to get paid
- Lock shields
- Slice them with inhuman grace
- Fight like a dance in whirling motion
- Radio for help
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Hired Thugs Horde Shitty weapons (d6+2 damage) 3 HP 1 armor Close Instinct: to do what we're told
- Ambush them
- Gang up on them when they are alone
- Scatter like dogs when morale is broken
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Prototype ZM-4 Solitary, Huge, Cautious, Construct, Amorphous Electro-Punch (b[2d10+7] damage 3 piercing) 27 HP 5 armor Reach, Forceful, Near, Far Special Qualities: Thunderbolt Iron Construction, Magitek Cores [5], Piloted Instinct: F0LLOW DIRECT1VE
- Encase the master in Iron
- Throw them around like ragdolls
- Blast them with powerful arcs of Electricity
- Crush them underfoot
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Perfect Knight Group, Devious, Amorphous Marble Weapons (d6+4 damage) 17 HP 4 armor Close, Forceful Instinct: Prevent intrusion
- Guard the treasures of the Peerless Star
- Petrifying Curse
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Watuni Cultist Group, Stealthy, Devious, Intelligent, Cautious Poison Spray (Weak + Shaky) (d8+2 damage) 6 HP 2 armor Close, Near Special Qualities: See in the Dark Hissing dark secrets to their brethren, their mystic gestures and shinny bulging eyes give little of their intentions away. Although their tattered cloaks obscure their features, these humanoids are covered in protective scales which should give them just enough projection from any "Heroes" to bring their master plans to fruition. Their Poison Spray Causes "Weak" then "Weak and Shaky" debilities, and if untreated with antivenom, complete Blindness in 2 days. Instinct: Cunningly Serve
- Spring Trap
- Use Poison
- Cast Darkness
- Escape
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Watuni Guardian Group (2), Large Halberd or Falchion & Shield (d8+1 damage) 14 HP 5 armor Forceful, Reach, Near Special Qualities: Act in Concert, Selfless, Honour Bound, Devine Regeneration If you thought that stopping the ritual was going to be as easy as knifing the cloaked figure weaving glowing runes in the air, think again. These hulking monsters - half human, half snake, aren't gonna let you get anywhere near their inner sanctum. Whether projecting an entrance or the ceremony itself these guardians always come in pairs who will act with ferocity and uncanny timing that make you think their minds are linked, because well they are. Instinct: Protect the Nest
- block, guard or stall
- defend or interrupt
- give advantage to partner