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Li Atona the Enchantress Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder Hex -d4 forward to target and (w[2d8] damage) 22 HP 2 armor Close, Ignores Armor, Near, Far Special Qualities: Animate Objects Li Atona is a beautiful young half elf from the Magis Enclave. She is a well respected enchanter who carries a shop at the city square in Dalonae. Dressed in enclave silks, with her long black hair pulled up in a complicated braid, she is deceptively intelligent. Stats for NPC use: STR: 8, DEX: 10, CON: 12, INT: 18, WIS: 14, CHA: 16. Use Standard Warlock sheet from Incomplete Adventurer. Instinct: To learn the most powerful enchantments and be renowned
- Apply magical qualities to objects
- Apply trap sigils and curses to objects
- Li can apply curses and enchantments on items she touches. Some take more time than others.
- Li is a kind person but when threatened she will hex the attacker and sunder and otherwise destroy their equipment. She is smart and uses her surroundings.
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Ichor piranha Solitary, Large, Divine Bite with divine teeth (d10+4 damage 1 piercing) 22 HP 2 armor Like mortals, the gods have blood, divine blood, but still, blood. Like mortals, gods can bleed, either by being wounded, killed, or by spilling it themselves. This blood sometimes gets consumed by a piranha, causing it to grow in size, gain the mark of the god who's blood it consumed, and divine power. This, however, causes them to revere that deity, dead or otherwise, which some gods use to their advantage to guard temples, sometimes giving their blood willingly. Other times, it just stays there, begging other priests to hear him out as a conduit for their god. Instinct: Uphold the virtues of it's deity
- Use the blessings of the god's ichor
- Beg for more divine blood
- Ask for divine aid
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Slugger Mantis Solitary, Large One spear, one club 20 HP 2 armor The massive dessert inhabiting cousin of the mantis shrimp. Territorial and vicious, the slugger will use its weaponized mandibles to pierce you through, pin you down, and club you to death within seconds. Instinct: to obliterate
- Club Punch (d10+4 damage) Slow, Forceful
- Spear Stab (d10+4 damage) Fast, Piercing
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Crystal Crab Solitary, Small, Hoarder Rock Pinser (d10 damage 1 piercing) 12 HP 5 armor Close Special Qualities: Armored, Hoarder This large animate crystal spends its time burrowing through the ground, collecting bits of valuable metals and minerals which it uses to reinforce its crystalline carapace Loot Table (1) 2d8 Coins (2) 4d10 coins (3) 4d10 coins, 1d4 Gems (4) 6d12 coins, 2d4 Gems (5) 4d6x10 coins (6) 6d4 Gems Instinct: To Burrow
- Burrow into the ground
- Harden Defences
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Ice Golem Solitary, Huge, Construct, Amorphous A big, icy fisy (d10+3 damage) 31 HP 4 armor Reach Special Qualities: Immune to cold., Appears as just a big block of ice. The Golem is a block of enchanted ice. It sits in the preserved larder of the ruins of Ravinsoka, keeping the ice cream cold and perfect. Break it, the damned thing explodes. But you get the ice cream! Instinct: To put things into cold storage.
- Keep things COLD
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Purificerer Group, Organized, Intelligent, Cautious Any melee weapon (b[2d6] damage) 6 HP 1 armor Close Later Instinct: Hunt the cursed
- Perform a desperate attack
- Get support from a 2nd group
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Dragonscale Golem Solitary, Magical, Construct, Amorphous Sharp Claws (d10+2 damage 1 piercing) 23 HP 5 armor Close, Reach Special Qualities: Morphing Bodyplan, Guardian, Animated Body This slender humanoid guardian Golem was created by the long dead arch mage Innel to defend his tower from intruders. For building the golem he used clay and blue dragon scales. Within his Tower there are three ritual circles powered by magical gemstones in their center, that power the guardian and shield it against any physical form of attacks. Instinct: Defend the upper floors
- Catch someone with extending Arms
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Claysoldier Horde, Organized, Cautious, Hoarder, Amorphous Sword or Mace (d6+2 damage) 14/8 HP 5 armor Close If you ever meet an archaeologist who doesn't know the horrors of ancient tombs he is not a real scientist. If he isn't suspiciously looking around while walking between statues he never has been at an excavation site of the old cities of Duhn'nghá. Once you enter the tunnels of the temple of Kagnaha you are in grave danger. First you hear the dust falling. Then the sound of pottery shattering. The cracking of the joints. And then you will hear the stomping of boots made from ceramic. They might not be the Golems of Albion or the Gargoyles of the deep. But they are the ancient defensive systems of old and fallen civilisations. And they are many. Don't try to fight them. Just run... Instinct: to guard
- Defending the path
- If one dies there is always more who are willing to move