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Corrector Group, Magical, Divine, Intelligent, Planar, Terrifying, Amorphous Stun Spell (d8+2 damage) 9 HP 7 armor Close, Reach, Near Special Qualities: They look like smoky shadows of despair with the voices of a bad phone connection. A vaguely humanoid form of smoke and black vapor, these guards of otherworldly prisons make sure their wards do not escape or break any of The Rules. They wield a spell called Stun which has a range of Near and causes the victim to be stunned senseless for a brief moment, enough time for them to link hands around the victim and make sure they are in their proper place. Instinct: To guard planar prisoners
- A planar prison guard
- If three or more correctors link hands around someone, they can teleport that person to a jail cell or outside the prison.
- Insubstantial - Hack and Slash, and Volley won't work on these guys.
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Binky Solitary, Large, Devious Hoof Stomp (d8+2 damage) 24 HP 0 armor Forceful Binky is Death's steed, named so by Death because it is "a nice name". Binky is rather more intelligent than most horses and is pure, milky and white. He can fly by just creating his own ground-level, as well as travel through time and across dimensions, sometimes leaving glowing hoof prints in his wake, but is in all other respects a perfectly ordinary horse. He is well-treated, and loyal to his master. His shoeing is done by Jason Ogg, the Lancrastian blacksmith of mythical skill. Binky is not immortal, but while in Death's service does not age. Binky gains part of his powers by sharing one of Death's qualities: he's so much "realer" than ordinary things such as walls, great distances, or time that he can simply ignore them. Instinct: to serve as Death's mount.
- Unimpeded Phasing
- Take Flight
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Draugr Horde, Cautious Ancient Nord Sword (d6 damage) 7 HP 2 armor Close Not quite a Zombie, the undead of the old Nordic religions prowl their resting places, protecting the riches of the overlords with the violent spirit of old Skyrim. Once footsoldiers for a lord long gone, they still defend the buried places their people built. Instinct: to defend the ancient halls
- defends the ancient halls
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Skeever Horde, Tiny, Organized Gnawing teeth (d6-2 damage) 3 HP 0 armor Hand Oversized rats, Skeevers patrol the sewers, forests and deep dark places of Skyrim. Alone, they are no threat to an armed fighter, but when they gather a full swarm, even a hardened party will struggle to hold back the tide. Instinct: to feed
- hunts dark places in swarms
- screeches for the pack
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Diablous Machina Solitary, Large, Organized, Intelligent, Construct Cannon (d10+4 damage 3 piercing) 27 HP 4 armor Forceful, Far Special Qualities: Metal, Daemonbound The Ancestors bound a Daemon of Strife to the Bandit's cannon as part of their contract. Now the deadliest weapon of these thieves must be chained down for fear it will break loose. An aura of rage surrounds the implement, an anger so great that it can inspire even the dead to move. Instinct: To lay ruin
- Fire flaming cannonballs
- Raise dead bandits
- Smash through obstacles
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Bandit Leader Group, Organized, Intelligent Whip and Pistol (d8+2 damage) 10 HP 1 armor Close, Forceful, Near Bigger than the average bandit. Instinct: To raid
- Use another Bandit's move.
- Use another Bandit as a meat shield.
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Bandit Rifleman Group, Organized, Intelligent Flintlock rifle (d8 damage 1 piercing) 6 HP 1 armor Far, Reload A bandit with a gun in the Copperleaf Woods. Never has quite enough powder. Instinct: To raid
- Lay srupressing fire.
- Call for defenders
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Bandit Slicer Group, Organized, Intelligent Twin swords (d8 damage 1 piercing) 6 HP 1 armor Close A humble bandit that makes camp in the Copperleaf Woods. Probably wishes they weren't here. Instinct: To raid
- Deal harsh, bleeding wounds.
- Shout for help.
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Infested Cadaver Group Grasping hands (d8 damage) 14 HP 0 armor Close Infected by the corrupted strain of plants in the Copperleaf woods, these cadavers obey the whims of the Dryad. Instinct: to spread the infestation
- Vomit choking spores.
- Gang up on the wounded.
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Solitary, Devious, Construct, Terrifying (b[2d8] damage 1 piercing) 12 HP 0 armor Close, Near Special Qualities: Created by mistake, The Flukeman – a form of quasi-vertebrate human – was an example of reproductive and physiological cross-traiting due to radiation, abnormal cell fusion and/or the suppression of natural genetic processes; essentially, the creature was a result of human science rather than nature. Its vestigial features seemed parasitic but it also had primate physiology. The Flukeman transmitted its larvae, a form of flatworm, through its bite. The being searched for hosts, in order to multiply, and attacked because its victims' bodies provided generative nourishment. A photograph of a wound from an encounter with the Flukeman. Typically, a survivor of a bite by the Flukeman would be infected with a flatworm which the victim would cough up, at a later point. The wound pattern from the Flukeman's bite looks similar to scolex attachment but is much larger. There is evidence to suggest a bite by the Flukeman might result in a survivor subsequently experiencing a peculiar, unfavorable taste in their mouth that would be difficult to remove, although not be accompanied by a difficulty with swallowing. In the one recorded case of a Flukeman bite-victim experiencing such an unpleasant taste, the victim had also swallowed a mouthful of sewage, at the time of the attack. It is therefore unknown whether the Flukeman or the sewage was to blame for the unfavorable taste. Like other fluke or flatworms, the Flukeman had no sex organs and was genderless but was, even though technically human, capable of spontaneous regeneration. Instinct: