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Watuni Spy Solitary, Magical, Stealthy, Organized Wickedly Poisoned Daggers (d10 damage 2 piercing) 12 HP 6 armor Close Special Qualities: Sees in the Dark, Lighting Fast The Snake Priesthood's glassy eyes and forked tongue. These snakey humanoids move silently in the dark, and are protected by their scaly smooth skin, lucky for you there was only one. Unlucky it'll be back with it's friends, and now they know your secrets. Instinct: to spread lies and absorb truth
- impersonate humanoids
- disapear into the shadows
- i'll be back with my friends, at night while you're sleeping
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Qa'Tor Commander Solitary, Large, Magical, Divine, Organized, Intelligent, Cautious, Terrifying Giant Obsidian Curved Sword (b[2d12+4] damage 3 piercing) 22 HP 6 armor Reach, Forceful, Messy Special Qualities: Amphibious, Plated Scales, Enormous mass of muscle, Glyph of Protection, Glyph of Dread Instinct: to Lead for the Covenant
- Sit back until absolutely necessary
- Take Hold of an area and never back down
- Tear them to bloody shreds
- Ride Ka'rm into battle
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Za'uri High Priest Solitary, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder Storm-Infused Obsidian Double-Bladed Sword (b[2d10+6] damage 2 piercing) 18 HP 6 armor Close, Reach, Near, Forceful, Messy, Ignores Armor Special Qualities: Amphibious, Armored Scales, Prehensile Tail, Glyph of Protection, Grlyph of Strength, Chosen of the Storm Instinct: to Remake our once great Empire
- Take off their limbs, take them apart piece by piece
- Control the Weather
- Channel the pure power of the storm
- When they think they get to feel the release of death, Tear out their heart and show it to them
- Ride Zah'Bo into battle
- Call on the Covenant
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Qa'Tor Solitary, Large, Organized, Intelligent, Hoarder, Terrifying (w[2d12+4] damage 1 piercing) 16 HP 3 armor Reach, Forceful Special Qualities: Amphibious, Plated Skin, Enormous mass of muscle Qa'ter, or "Strong Ones", are hulking humanoid lizards, who look much like if a crocodile decided to grow actual arms and legs, turn its head and stand up straight - and it also grew to twice its original size. Fittingly dubbed "crocmen" by the colonists, the Covenant mostly uses them as brute force laborers - many theorize that without them, their giant temple-pyramids would be night impossible to build. Instinct: to be left alone
- Sit around Lazily until disturbed
- roar for help
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Za'uri Guardian Group, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Hoarder Obsidian Glaive (b[2d8+4] damage 2 piercing) 12 HP 5 armor Close, Reach Special Qualities: Amphibious, Armored Scales, Prehensile Tail, Glyph of Protection, Mark of the Storm Instinct: to Protect the Source
- Stand Guard
- Divide and Conquer
- Channel a crack of lightning into them
- Channel the power of the storm into their Glaives
- Channel a magical pulse that attracts nearby lizardmen quickly
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Za'uri Cavalry Group, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder Obsidian Javelin (b[2d8] damage 2 piercing) 8 HP 3 armor Close, Reach, Near Special Qualities: Amphibious, Armored Scales, Prehensile Tail Instinct: to Serve the Temple
- Ride a mount into battle
- Jump off mount and split off into different directions
- Attack and then abuse superior speed; Hit and run
- Send a few lizards back to get help
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Za'uri Group, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder Macuahuitl and shield (d8+2 damage 2 piercing) 8 HP 4 armor Close Special Qualities: Amphibious, Armored Scales, Prehensile Tail Instinct: to Serve the Temple
- Fight Dirty and ruthlessly
- Lead them into an ambush
- Fight in tandem with allies, set em up and knock em down
- Send a few lizards back to get help