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Leukodaemon Group, Large, Devious, Intelligent, Hoarder, Planar Unholy rifle (d6 damage 3 piercing) 14 HP 3 armor Special Qualities: Empowers diseases Leukodaemons directly serve the Hoseman of Pestilence, working as biological warfare specialists of the daemonic horde. They have no mercy, spreading plague and contagion in order to secure victory for teh daemons. Instinct: To spread pestilence
- Unleash a plague swarm
- Viral attacks
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Nosferatu Solitary, Stealthy, Magical, Intelligent, Hoarder Overwhelming strength (b[2d12+4] damage 2 piercing) 16 HP 1 armor Close, Forceful Special Qualities: Undead Nosferatu are truly ancient vampires. As decades pass, more and more of their mortality is flushed from their body, until they are so warped and alien they cannot even create new vampires. This, however, is the only thing age takes from them. In all other respects, nosferatu reign supreme. Stronger, more powerful and resistant to common vampire banes. Instinct: To drain blood
- Drink blood
- Transform into an animal
- Dominate minds
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Sea Hag Tamer Solitary, Magical, Intelligent, Hoarder, Terrifying Aquatic Crush (b[2d10+2] damage) 12 HP 1 armor Close, Forceful, Ignores Armor, Far Special Qualities: Aquatic Some sea hags develop a great empathetic bond with the dennizens and enviroemnts of their aquatic homes. This bond not only allows them to communicate with the animals they share their domain with, but also improves their control over natural forces. Instinct: To do whatever it damn well wants
- Hex people
- Take on a horrifying guise
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Sea Hag Solitary, Magical, Intelligent, Hoarder, Terrifying Aquatic Crush (d10 damage) 12 HP 0 armor Close, Ignores Armor, Far Special Qualities: Aquatic Sea Hags are the descendants of ancient elves who, fleeing a great disaster, embraced their fey heritage and took to the waters. Deep below the waves they surivved, forever warped into hags. Sea Hags rarely take issue with people, as the oceans are big enough to provide adequate isolation if they so desire. They are therefore more willing to engage in trade and cast spells for money. Instinct: To do whatever it damn well wants
- Hex people
- Take on a horrifying guise
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Ratfolk Scavenger Horde, Small, Stealthy, Organized, Intelligent, Hoarder Bolt gun (w[2d4] damage 2 piercing) 3 HP 1 armor Close, Near Ratfolk scavengers serves many roles in ratfolk society. As their name indicates, their primary job is procuring more recourses for their kin, but this can be through salvaging or trade as necesarry. Instinct: To protect its kin
- Excels at teamwork
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Vampire Spawn Horde, Stealthy, Devious, Intelligent Lunge and bite (d4+2 damage 2 piercing) 11 HP 1 armor Close, Forceful Special Qualities: Undead A mortal can be empowered by a vampire by drinking their blood, but frequent sipping can cause the drinker to slowly turn into a pseudo vampire, called vampire spawn. While stronger than a normal mortal, they are nowhere near as powerful as regular vampires, but just as vulnerable to sunlight, running water and stakes. The process also makes it that much harder for them to resist the allure of blood and as such they often behave more ferally than full blooded vampires. Instinct: To drain blood
- Turn to mist
- Climb like a spider
- Drain blood
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Failed Experiment Horde, Small, Terrifying Protrusions (d6 damage) 4 HP 0 armor Close Special Qualities: Malformed Commonly kept in display jars. These mutants have been broken down by magical experimentation, leaving only base survival instincts. Prolonged preservation leaves their guts filled with formaldehyde, which they can spit to slow or bind their prey. Instinct: To devour
- Latch on with locking jaws
- Vomit a binding goo
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Alchemical Golem Solitary, Large, Magical, Devious, Construct Alchemical Syringes (d8 damage) 20 HP 3 armor Ignores Armor Special Qualities: Calculating Created as both a guardian and assistant by a mad wizard. Mounted in its core are a series of reagent flasks surrounding a large potion crucible where the golem can mix any number of alchemical elixirs. These concoctions can either be pumped into the syringes on its arms or loaded into small bottles that can be flung at range from a small shoulder catapult. Instinct: To experiment
- Proceed implacably
- Hurl an explosive potion
- Inject a debilitating potion
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Warchief Group, Organized, Intelligent, Cautious, Hoarder Greataxe (b[2d8+2] damage 1 piercing) 6 HP 4 armor Close, Forceful "The Northern Barbarians aren't too bright or dangerous by themselves. In groups, they're a threat. With a warchief, they're enough to turn even the mightiest of armies to a bloodied mess. If you see one, you better hope it hasn't seen -or smelled- you." Instinct: To plunder and steal
- Smash to pieces
- Call the horde
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Northern Barbarian Horde, Organized, Hoarder Axe or Sword (d6+2 damage) 3 HP 0 armor Close, Forceful "Ah yes, the Northern Barbarians, I remember those. Brutish savages, they care little for others, only seeking out all that is pretty and shiny in the world and taking it. They're good at it too. Not so bright though, and they're pretty unorganized without their warchiefs... with them, you ask? There are few things I would run from in this world... they're one of them." Instinct: To plunder
- Smash
- Call the warchief