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Reya Dawnbringer Group, Magical, Divine, Organized, Intelligent, Cautious Divine Gladius (b[2d10+2] damage 1 piercing) 12 HP 5 armor Close, Near The Reya are the elite force of angels created by an ancient and nameless God. They enforce justice, and ensure that the evils of the world are kept in check. The Dawnbringer is the captain of this angelic force, and a dangerous foe to reckon with. Instinct: to enforce justice
- Flying attacks
- Summon Legion
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Soul of a Forgotten Legacy Solitary, Magical, Devious, Intelligent Ethereal weapons (d8+4 damage) 50 HP 7 armor Close, Forceful Special Qualities: Immune to physical damge the Soul of a Forgotten Legacy is a dangerious foe, being a spirit it is immune to most forms of attack only weak against holy and evil methods. the Soul will not fight you if you do not have a long proud linage 'it will know' be warned if you come face to face with this gastly soul and it doesn't just pass you by engage it at your own risk for if you lose you and your legacy will be lost, everything you were, everything your family did and would have done, all will be taken in an attempt to sooth this horror's pain. Instinct: wander
- Soul bind - binds one targets soul to it's self. the taget take damage for the user till save end (target can make an immediate save throw)
- Legacy Steal - if allowed to finish this dark ritual the target is lost to the void, never to be seen again. can be reversed if the party destroys the Soul Orb that drops from this monster if it uses this move. - can only be used on a Downed, unconscious, or defeated foe. a VS. roll, DM against Player target if the target loses the effect happens to the target
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The Dark Knight Solitary, Devious, Intelligent Fist (b[2d8] damage) 12 HP 5 armor Close, Far This man-like beast knocks out foes with a few hits to minor pressure points. The Dark Knight seems to be very, very, well-trained! You cannot see it by the human eye! Instinct: JUSTICE!
- non-Lethal damage
- It's moves and countering
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Wild Lands Protector [Druid] Solitary, Magical, Intelligent Quarterstaff (d10 damage) 14 HP 1 armor Close The wild lands protector wants to preserve the sanctity of the forest at all costs, and her cult is notorious for killing woodcutters, waylaying travelers, and burning down settlements on the outskirts of the woods. On moonless nights, she can command the very trees to do her bidding. Instinct: To defend nature
- Encircle with thorned vines that erupt from the earth
- Summon animal allies
- Take the shape of a savage creature of the woods
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Water Snake Group, Tiny, Stealthy bite (d6-2 damage) 6 HP 0 armor Hand A small water snake. It's venom isn't friendly! When a water snake bites you, roll+con. On a 10+, no sweat. On a 7-9, the GM chooses one. On a miss, both. - you're sick - you're weak Instinct: to antagonize intruders
- appear suddenly in the water
- vanish into the water
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Ghoul Group, Devious, Amorphous bite (d4 damage) 13 HP 2 armor Close Special Qualities: Undead! A rotting corpse with a supernatural aura of fear. When you're infected with ghoul rot, roll+con. On a miss, hold 2. On a 7-9, hold 1. On a 10+, you're fine (and you lose 1-hold). If you lose all hold, the infection has run it's course. The GM can spend your hold as follows: 2-hold: you lose 1 hit point until you're cured 5-hold: you gain a debility until you're cured Instinct: to eat the living
- paralyze with a glance
- inflict ghoul rot
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Acid Pudding Solitary, Large, Amorphous itself (d10+2 damage 2 piercing) 19 HP 2 armor A pulsating black goop that can dissolve almost anything. Instinct: to move
- dissolve something
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Ronald Monaghan Solitary, Intelligent, Cautious sling (d8 damage 1 piercing) 12 HP 2 armor Close, Near A grizzled thief and want-to-be-assassin. Instinct: to stay alive
- move away from danger
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William O'Slattery Solitary, Stealthy, Intelligent dagger (b[2d8] damage 1 piercing) 12 HP 1 armor Close A hungry young rogue ready to "stake" out his claim for the treasure. Instinct: to survive
- shank a vulnerable spot
- slip away or around