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Forest Bandit Group, Stealthy, Devious, Intelligent dagger (d6 damage) 6 HP 1 armor Close A not-too-bright bandit. Willing to hurt and maybe kill for money or food, but not above defecting if the tide turns. Instinct: stay alive
- attempt an extortion
- steal something
- switch to the winning side
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The Wily Rogue Solitary, Stealthy, Intelligent, Hoarder sling (d8 damage 1 piercing) 12 HP 3 armor Close, Far A slick thief living out in the woods. Instinct: to get rich easy
- steal something
- find a place to hide
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Mosquito Bat Horde, Tiny, Stealthy, Organized, Hoarder proboscis (d4-2 damage 1 piercing) 3 HP 1 armor Hand Special Qualities: winged A thin, raggedy bat with a long, mosquito-like proboscis. A real blood-sucker! Instinct: to gorge itself on blood
- clutch on to drain blood
- hide until an opportunity presents itself
- retreat into a swarm or nest
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Minute Eaters Horde, Tiny, Devious, Planar Dimensional suckers (1 damage) 3 HP 0 armor Hand, Ignores Armor Special Qualities: Time-traveling Planewalkers beware! The leeches of the timestream are everywhere and everywhen. All travelers going through the plane of Time should check thoroughly for minute eaters. Remember, even the smallest infestation can ultimately freeze whole centuries. The Time Elementals have better to do than cleaning up your blunders! - Archmagus Tom, Secretary, Minister of Multiversal Transportation Instinct: To feed on potential
- Devour time, one second at a time
- Erase a past or future event
- Jump from the timestream
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Time Elemental Group, Small, Magical, Divine, Devious, Organized, Planar The dusts of Time (2d8+2 damage) 10 HP 4 armor Close, Ignores Armor, Near When you see one, you know you are in trouble of a cosmic scale. The rulers of the plane of Time do not dispatch their denizens lightly. If you cross a Time Elemental, you may very well lose your past as well as your future. Instinct: To guard Time
- Appear from nowhere and disappear into the timestream
- Age living flesh and matter alike
- Take them across the eras
- Summon duplicates from its own timeline
- Set their future in stone
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Demon-Shark Group, Large, Planar, Terrifying shredding bite (d8+2 damage 2 piercing) 10 HP 1 armor messy, hand Special Qualities: Can smell anybody who fears it, cunning and vindictive A normal shark... or, normal from a hell-dimension of boiling blood seas, anyway. Instinct: to eat
- lunge from the water
- leave a wound cursed and unhealing
- bite and drag below
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The Wyrm Jokun Solitary, Huge, Stealthy, Intelligent, Hoarder Teeth, Breath, Claws, Tail (d10+7 damage) 16 HP 3 armor Reach, Forceful, Near Special Qualities: Armoured skull, Wings, Lithe body, Flaming breath Jokun is thirty feet long with enormous, powerful wings, a club-like tail, and vicious talons, but she is slender enough to wriggle through human-sized tunnels: she can force her way through any passageway wide enough to accept her armored skull. Her iron-hard scales are ice-clear against her mottled white and blue flesh, and she is practically invisible when motionless against a white background. While she breaths fire, she prefers to eat her kills frozen, and likes to stash them somewhere cold until they're nice and crunchy and not so drippy. Instinct: To ravage
- Spew jets of fire
- Blend in motionless with ice and snow
- Shatter something with her tail
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Vinteralf Honor Guard Group, Stealthy, Magical, Organized, Intelligent, Cautious, Hoarder Assorted hand weapons, harpoon (d8 damage) 6 HP 3 armor Close, Reach, Near Special Qualities: Thick layer of blubber Glacier-dwellers from the far north known for their command of astrology. 6' tall, seal-faced and bull-headed, muscular and wrapped in blubber. Inventive and determined in battle, these Vinteralf are heavily armed and armoured, and have sworn to serve Prince Thavir in his quest to reclaim the Stellarium. Instinct: To protect the prince
- Take a blow for the prince
- Learn from past encounters
- Foresee a threat
- Bark a warning