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Hunting Dog Abomination Solitary, Small, Stealthy d4 damage 12 HP 1 armor Close This strange beast seems quite normal as a dog at first, but when approached, its mouth splits supernaturally wide, revealing rows of teeth inside, and extending a long, barbed tendril from the back of its throat, which wraps around its target, attempting to pull it closer to rend their flesh. Instinct: Destroy Life
- Rend (b[2d6] when grabbed)
- Tendril Grasp
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Horse Ram Abomination Solitary, Large Hooves, Gore (d6 damage) 16 HP 1 armor Special Qualities: Double Damage on charge with Gore The ungodly fusion of a Horse and Ram, acts similarly to a very fast, very agile bull, running enemies through with its horns before driving them to the ground and stomping on them. Instinct: Destroy Life
- Gore
- Hoof Stomp
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Screaming Cat Abomination Solitary, Tiny (d6-2 damage) 8 HP 0 armor Claw Special Qualities: Large spikes in back This small orange-and-black tabby seems initially unassuming, but on closer approach, will give a deafening screech before extending spikes ridged down its back and attacking with either its long, retractable claws Instinct: Destroy life
- Deafening Screech
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Child/Wolf Abomination Solitary, Large d8 damage 24 HP 2 armor Special Qualities: Resistant to cold (50%) Made from the ungodly fusion of an Icewolf and kidnapped children, this creature fights to the death and seeks only to destroy life. The heads of the children protrude from its hide, and will talk during battle, sometimes only to banter, sometimes to beg for help, sometimes to cry out in pain. Every head can exhale the icy breath of the wolf. Instinct: Destroy life
- Scream for mercy
- Icy breath (2d4, ignores armour, slows)
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Ice Wolf Pack, pair, Large Claws, Fangs (d8 dam) 19 HP 1 armor Special Qualities: Immune to natural cold, resistant to magical cold (75%) These massive wolves, despite appearances, are relatively passive unless their territory is encroached upon, or offspring are involved. They will not typically attack humanoids. They remain in packs, but pairings of mothers and fathers will go off to raise pups on their own. Instinct: To protect territory and young
- Females have a lethal icy breath (2d4 dam, ignore armour, slow)
- Males have larger claws (+2 dam)
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The great arm Solitary, Huge, Terrifying Smashing things on the ground (d10+7 damage) 28 HP 0 armor Reach, Forceful Special Qualities: Uncanny Its just a huge arm, its connected to the ground, but there is nothing underneath, its not part of something larger. It doesnt really "see", but it feels and smashes anything larger then a dog withing its reach. If something flies above it, it will grab and crush it, and if it doesnt crush it will throw it away at full force, most things land hundreds of meters away, falling to thier death. Instinct: To use its strength
- Throw, smash, crush
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Krathorn, the Great Flame Wyrm Solitary, Huge, Magical, Divine, Intelligent, Cautious, Hoarder, Terrifying Claws (b[2d12+9] damage 4 piercing) 30 HP 7 armor Reach, Forceful, Near, Far Special Qualities: Wings, Iron Scales, Teeth like blades One of the last of the great flame Wyrms, Krathorn is older than many civilizations. What does he who has everything wish for? Godhood. After he arranged for the death of his rival great wyrm, Krathorn took advantage of the power imbalance, and is in the process of a frantic power grab. "Who would be more deserving, to take on a divine throne? All hail lord Krathorn! Let your flame purify those who would rise against you!" - High Priest of the Cult of the Flame Wyrm Instinct: to ascend
- Incinerating breath
- Inferno
- Tail whip
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Shadowhound Group, Stealthy, Planar, Terrifying Jaws, flaming breath (d8+2 damage 1 piercing) 6 HP 0 armor Close Supposedly coming from the same realms as the Hellhound, the Shadowhound differentiates itself by relying on stealth rather than pure attack. When it has time to acclimate to an area, it will create a veil of pure shadow in it. The area will become pitch black, so much so that adventurers will not even be able to see the torch they are holding in front of them. The last thing they are likely to see is the flames sprouting around the lips of the beast as they prepare for the kill. That is likely too late, meaning that adventurers are advised to keep their other senses open whenever darkness overtakes them. Instinct: To stealthily kill.
- Bites with jaws of fire
- Create an area of shadow
- Sense the life essence of prey.
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Trash Golem Solitary, Construct Fists (d10+2 damage) 12 HP 0 armor Close, Forceful, Near Special Qualities: Magical construct A walking rubbish heap, this roughly man-shaped creature seems to be barely holding itself together. Trash golems are magically assembled from trash and spare parts, and often leave trails of garbage in their wakes. Instinct: Smash!
- Attack intruders
- Obey master
- Guard