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Lost Citadel Beast-men Group, Intelligent Claws (d8 damage 1 piercing) 6 HP 0 armor Close These grey-furred, feral beings have evaded the Scarlet Minotaur for generations. They dwell in the Lost Citadel, believing dragons wait outside to devour anyone who leaves the citadel. Endless fear has made them vicious and craven. Their leader, Rogath, rules by the might of his claws. They are terrified of making noise outside of their lair. Adapted from the Shadowdark TTRPG Module "Lost Citadel of the Scarlet Minotaur". Instinct: Stealth
- Silent Attack
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Lost Citadel Ettercap Group, Intelligent, Hoarder Bite (d4 damage) 3 0 armor Close Special Qualities: Entagles in Webs Bipedal, eight-eyed, small spider-folk with spindly legs and purple fur. Recently, a group of ettercaps crept into the Citadel from the caves below the citadel. They slink through the minotaur-haunted halls, tempted by forgotten gems and gold. They plan to depart "as soon as we have enough loot," a moment which never seems to arrive. They are leaderless and unanimously greedy. If caught in an ettercap's web the player must Defy Danger vs. DEX or be entangled. Adapted from the Shadowdark TTRPG Module "Lost Citadel of the Scarlet Minotaur". Instinct: Steal
- Loot
- Ambush
- Feed
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Harpy Group, Magical, Intelligent, Hoarder Claws (d6+2 damage) 6 HP 0 armor Close Special Qualities: Bird body, human face The Harpies of the Abyssal plane of the Wastes are wretched, vile beings. They worship a serpentine master and pick over the desolated lands for victims to harvest blood from. Their empress has granted her subjects manipulative powers allowing them to change their shape and cast spells based in blood. They want nothing more than to rule over the last standing island of the Wastes. Instinct: To drag you back to their nest and harvest your blood
- Rend with claws
- Blood magic
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Bone Breaker Group, Large, Divine, Intelligent Mace (d8+4 damage) 16 HP 1 armor Forceful, Near Instinct: To crush
- Break bones
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Mortisimon Solitary, Divine, Organized, Intelligent, Hoarder, Terrifying Claws or bite (b[2d10+4] damage 2 piercing) 14 HP 3 armor Close, Forceful Special Qualities: Wings, Bat mutation Later Instinct: Feed on humanoids
- Read thoughts
- Scream for dreadwings
- Offer a terrible bargain
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Dreadwings Group, Organized, Intelligent, Hoarder, Terrifying Throwing daggers (d8 damage 1 piercing) 6 HP 1 armor Close, Reach, Far Special Qualities: Bat like features, Bat mutations Later Instinct: To murder
- Move unseen in tree tops
- Scream for help
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Bo Goblin Group, Stealthy, Organized, Intelligent Shoddy Club (d8+2 damage) 6 HP 1 armor Close 4-5ft tall, hunched, with spindly limbs, and pointed ears protruding from its large head. These nuisance monsters are the bane of many beginner adventurers. Not to be underestimated however, they are viscous and dangerous in large numbers Instinct: to pester
- Encircle the foe
- Call reinforcements
- Sacrifice itself for the group