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Neogi Solitary, Magical, Intelligent Control person (d10 damage) 12 HP 0 armor Close, Ignores Armor, Far The neogi appear as a cross between a wolf spider and a moray eel. The short, furry, eight-limbed body is topped by a lithe, bare, fleshy neck with a serpentine head, its mouth filled with needle-sharp teeth. The ends of its limbs are tipped with small claws. The fur of the neogi is a light tan, but dyed a variety of colors to signify power, rank, accomplishments, and warnings to other neogi. The older a neogi grows, the more colorful its hide becomes. The neogi are ruthless slayers and plunderers, and think nothing of eating their enemies, servants, or fallen comrades. They are a hateful, xenophobic race. All Neogi encoutner in Blood Moon control one or more umberhulk slaves who obey them without hesitation. Neogi can communicate in their own language and in Common. Many speak 1-4 other languages to help facilitate their slaves taking orders correctly. Instinct: To enslave and demoniate the weak
- Grow rich through slavery and trade
- Mind control and domination
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Umberhulk Solitary, Large, Terrifying Giant mandibles and iron hard claws (d10+4 damage 2 piercing) 16 HP 3 armor Forceful Special Qualities: Eyes cause confusion Umber hulks are powerful subterranean predators whose ironlike claws allow them to burrow through solid stone in search of prey. Umber hulks are tremendously strong, standing nearly 8 feet tall and over 5 feet wide. Muscles bulge beneath their thick, scaly hides and their powerful arms and legs all carry great claws. They have no necks to speak of, but the head features a powerful maw with rows of triangular teeth and 8-inch mandibles capable of biting through any hide or bone. Most peculiar of all are the four round eyes, spaced evenly across each umber hulk's forehead. Umber hulks are black, shading to a lighter shade of yellowish gray on the front. Their eyes are mere blackened dots each the size of a small coin. Umber hulks have their own language. Instinct: Dig and devour
- Burrows through rock, eats anything it can subdue
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Asherake Slaver Horde, Devious, Intelligent large clubs and nets (b[2d4+2] damage) 6 1 armor Close, entangle opponents Special Qualities: stun opponents and drags them away in nets Asherakes slavers are often sent out in smaller groups or pods to carry out raids on towns in order to capture slaves. They are not interested in prolonged battles but rather quick sub-dual and removal of victims. Instinct: To enslave
- Capture slaves
- Subdue opponents and carry them away unconscious
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Asherake Horde, Organized, Intelligent long sword (b[2d6+2] damage) 8 1 armor Close Asherakes are large, winged, tiger like humanoids. They stand about seven feet tall, are cover with thick fur and have wings that spread out in 10 feet in either direction. The origin of the asherake is unclear, but they are believed to have originated from another plane. Asherakes are commonly encountered in wastelands, ruins and mountainous areas. They find buildings, tunnel and caves a bit confining and prefer only short trips to areas that will not accommodate their height or ability to fly. They are sharp, cruel, and strong. The foundation of their culture is the principle that all other races are inferior and subservient to them. Asherakes are slavers and see most races only in the light of their usefulness for serving them. Individual Asherakes may not hold the same attitude as the race, but few ever overcome their contempt for inferior races. Instinct: To enslave
- To dominate others and enslave
- Summon reinforcements
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Jakalope Solitary, Intelligent, Planar, Terrifying, Amorphous lightning horns (b[2d10] damage) 19 HP 3 armor Close, Reach, Ignores Armor Special Qualities: flight, shadeform The shadow of a storm; a strange, flickering being the temperament of an angry thunderhead. Some say it can just swoop down from a roiling grey sky; the wizards will tell you it's native to a dimension of nothing but storms but got caught in this world somehow. Instinct: bring the storm
- unleash bolts of lightning
- vanish into the shadow of a cloud
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Featherling Group, Small, Magical, Stealthy, Planar, Terrifying, Amorphous Grabbing, entangling with chain and cutting your skin with claws. (d8 damage) 13 HP 5 armor Close, Ignores Armor, Far Special Qualities: No legs, hovering, scary coat and bony peak-face. This being is a ghostly form of a sinners soul. Its half as big as a human, but stronger than it appears. It dwells in the labyrinths made of caves inside mountains. It hovers 15cm of the ground and has no legs. It hides under a coat made of ruined human clothes with feathers stitched in, which covers its head too. On the face it has a large peak, bigger that the head itself. It has two small holes for the eyes which can be only seen when they catch moonlight. It has an iron chain around it's body - one ring for each sin. It grabs small children with bony hands in thin white deadcold skin. It steals small children at night if they dont go to bed soon enough. It hunts in small groups: one lures parents away, the others steal children with grabbing them and dissappearing in the dark. It has claws too so it can hurt you with them. Instinct: It wants human children to drink their blood.
- Grabs anything that it can hold and use blink skill in 50 m radius.
- Use blink skill to lure out into the dark woods.
- Cannot be hurt with metal. Can use blink skill.
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black kelpie Solitary, Large, Terrifying kick (d10+4 damage) 16 HP 1 armor Forceful Special Qualities: once submerged in water it becomes skeletal in appearance and its teeth turn to fangs This water horse can be easily identified by its smooth black seal like skin and light blue mane and tail which are always dripping with water. It hunts by tricking people into riding on its back and as soon as they do the kelpies skin beckmes adhesive, when it has its victim trapped it runs for the water, when it reaches the water it becomes a horrifying abomination, its back legs twist into a tail, it becomes boney, with glowing eyes and a mouth full of fangs. It keeps its victims trapped til they drown and when they do it devours its victims body. Unlike its cousin the green kelpie this kelpie is not friendly to humans and is far more common Instinct: to feed
- bite
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green kelpie Solitary, Large kick (w[2d10+4] damage) 20 HP 1 armor Forceful Special Qualities: can breathe underwater This water horse can be identified by its smooth green seal like hide, and white mane and tail that is always dripping with water. Instinct: to live in peace
- back legs kick