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Andros The Undying Solitary, Huge, Magical, Divine, Organized, Planar, Terrifying, Amorphous Rending Claws (b[2d10+9] damage 1 piercing) 33 HP 7 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Tentacles , Warped monstrous flesh Once a wizard of immense power, Andros grew greedy and dangerous, seeking any means of gaining magic that he could. In this search, Andros' madness only grew as he toiled with the demonic chaos energies that lay within black dragons bones. It was too late, it was already more than he could control. Once a man, now a monster. Instinct: To devastate and destroy
- Lay waste to all in it's path
- Spews an unholy flame
- Raise lesser demons to do it's bidding
- Draw on demonic power
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Soulbound Metalman Solitary Maul (d10+4 damage) 12 HP 3 armor Close, Forceful Special Qualities: Immune to fire, Emmits scorching heat, Undead An attempt at making an immortal gone horribly wrong. The idea was to emulate a lich by binding a soul into a physical object, thus preserving their existence. But the resulting undead horror hungers for more souls, merging them into chains, plates and useless trinkets which it drapes itself in. Despite their sometimes semi-comical look, they are not to be underestimated. Instinct: To harvest souls
- Breathe cinders and smoke
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Kobold Ambushers Group, Small, Stealthy, Intelligent, Hoarder Sniper rifle (b[2d6] damage 4 piercing) 10 HP 2 armor Close, Far Kobold ambushers specialise in suprise attacks. They are experts at blending in, waiting for the perfect moment to pop out, usually targeting the most armoured opponent. Instinct: To protect tribe
- Set up traps
- Camouflage
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Kobold Dracomancer Horde, Small, Magical, Intelligent, Hoarder Dragon bolt (d6+2 damage) 3 HP 2 armor Close, Forceful, Ignores Armor, Far Kobold dracomancers call upon their draconic lineage to power their magic, bending the elements based on the colour. Instinct: To protect tribe
- Set up traps
- Use elementalism
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Kobold Envenomer Group, Small, Devious, Intelligent Venomedge Gun (b[2d6] damage) 10 HP 2 armor Close, Near Kobold envenomers are tough kobold warriors, trained to get close enough to enemies to weaken them with their venom. Their weapon is a piece of kobold ingenuity, coating and launching small serrated arrowheads. Instinct: To protect tribe
- Set up traps
- Inject shaky venom
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Allip Group, Devious, Amorphous Psychotic flailing (d6 damage) 13 HP 3 armor Close, Ignores Armor Special Qualities: Mind wracked with madness, Undead Allips are the unstable ghosts of people who were quite insane when they died. Their maddened souls not flitter about, infecting others with their own deranged mental state. The poor souls have little to no comprehension of what's going on, their instabilities only exasperated by death. Instinct: To act out its insanity
- Babble madly
- Inflict confusion with a touch
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Homunculus Solitary, Tiny, Devious, Construct Tiny claws (d6-2 damage) 16 HP 0 armor Hand Special Qualities: Flight, Construct A homunculus is a small flesh and blood construct animated by a mage as a personal assistant. The being is wholly dependant on the existence of its master and if that link shatters, they go of the deep end. Instinct: To serve master
- Communicate with master
- Inject anaesthetic venom
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Gelatinous Cube Solitary, Large, Devious, Amorphous Acidic push (d8 damage 2 piercing) 19 HP 1 armor Special Qualities: Transparent A slime monster shaped into a cube, perfectly sized for many underground hallways. It is completely mindless, subsisting on whatever grime, pest and adventures blunder into it. Instinct: To feed
- Engulf food
- Paralytic slime
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Grick Solitary, Stealthy Beak (d10 damage) 12 HP 4 armor Close Gricks are opportunistic predators. Despite their look, their flexible hide is very thick and durable, often to the surprise of those who try to fight them off. Gricks don't feed on each other, but besides that does not seem to care for one another in any capacity. Instinct: To feed
- Camouflage itself