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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
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Ancient Vampire Solitary, Magical, Stealthy, Intelligent, Hoarder, Terrifying Unarmed Brawling (d12+4 damage) TrueForm - (gain 2 Piercing) 25 HP 4 armor Close, Forceful Special Qualities: Mortal Form - Look the same way they did upon Point of being sired, Vampire Face - When going in to combat, a vampire will adopt a more typical vampiric Look, True Form - Grow Wings, and Gain Claws As a vampire grows in age, it gains vast powers. It's unholy strength, Skin as tough as steel, and stamina that means it can go into combat for days without tiring makes it an impossible being to face in one on one combat. Even in small groups it can be tough fight. Aside from that, the vampire has had lifetimes to study mere humans and is able to manipulate and charm them to an uncanny degree, and even then, can continue to enhance this with powerful magics. Ancient Vampires care not for using weapons in combat, preferring to terrify its foes using unarmed combat, but when backed into a corner, Ancient Vampire will show it's true horrific form, using claws to tear it's foes limb from limb before feasting to recover from the combat, and growing full on batlike wings to allow for basic flight for an advantage, or to escape if needed. However it is well known that if you are able to defeat one of these terrifying beasts, they've collected a vast sum of treasurer over the years, and one could be set for life after defeating but one Ancient Vampire. Instinct: Bite, Spawn Vampire Spawn, Charm,
- Charm - Being long lived, an ancient vampire has had years of manipulating humans.
- Shapeshift - Bat, Wolf, and Trueform
- Trueform (Gain Claws and Wings)
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The No-Faced Ones Group, Stealthy, Intelligent, Terrifying Duel Sharp Kukri Knives (b[2d8] damage 1 piercing) 6 HP 3 armor Close, Near Special Qualities: Blending - Allows a No-Faced one to change there look, attacker must Defy Danger (Wisdom) to notice them. There are rumours in the grand cities lies a secret organisation that puts even the assassins' guild's best to shame. The No-Faced Ones are a small group of assassin's who have gained a reputation for killing targets at any time without ever being caught. It's rumoured they are able to kill a target and flee by blending into the crowd. The rare few who do get away, tell rumours of how they are able to change there face, hence the name No-Faced Ones. Instinct: To kill a target, To blend in to the background, To prove oneself in Combat
- Strike without notice.
- Manipulate the face with Illusion magic
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Elder Metsuah Solitary, Divine, Magical, Intelligent, Cautious broadsword (w[2d10+4] damage) 18 HP 1 armor Close The high priest of the gods of plenty, justice, and death. A surprisingly powerful man. Instinct: to prove the superiority of the three gods
- call upon his authority
- cast a spell of the three gods
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Snake Highpriest Solitary, Magical, Divine, Terrifying Poison blast (d10+2 damage) 14 HP 4 armor Close, Reach, Far Special Qualities: Snake hybrid Instinct: Do as the snake desires
- Curse
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Snake cultist Group, Stealthy, Intelligent Dagger (d6 damage) 6 HP 2 armor Close Instinct: Serve the snake
- Stab
- Poison fever
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Cranium Rat Horde, Tiny, Magical, Organized, Intelligent Bite(alone), Magic Missile(in small groups), Fireball(in big groups) (d6-2 damage) 3 HP 0 armor Near(bite), Far(spells) Cranium rats become more intelligent as they gather in bigger groups. A single cranium rat is no more intelligent than a normal rat, but gather a group and they gain mental abilities like telepathy, telekinesis and spellcasting. They live in the same places you would usually find rats. The only visible difference between a cranium rat and a normal rat is that you can see a part of the cranium stick out the top of a cranium rats head. Instinct: To defend its kind
- It gathers with its kin to grow in power and intelligence
- Casts spells like a wizard.
- It gains access to more powerful spells as it joins together with others of its kind.
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Grim Wolf Mother Solitary, Huge Claws and Teeth (d10+4 damage) 24 HP 1 armor Reach, Forceful As Grim Wolves prepare to give birth, they gradually grow to almost twice their usual size. After the cubs are born, the mother maintains this size for a month to protect her offspring until they can are mature enough to leave the den. Guided by instinct, this monster will protect her children with everything she has, attacking any interlopers with great violence and desperation. Beware! Instinct: To protect its young
- Eviscerate