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Cave Troll Solitary, Large, Hoarder, Terrifying claw (d10+2 damage) 16 HP 2 armor Forceful Special Qualities: Big, ugly, smelly. pale skin, turns to stone when sun touches its skin. Instinct: teritorial
- punch
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Hethor the orc Solitary, Stealthy, Devious, Intelligent, Cautious Khopesh (b[2d8] damage) 12 HP 5 armor Close Special Qualities: Shapeshift into another humnoid A Far-spawn Orc with a name. Thankful for its creation, it wanders the country-side seeking to better itself. Instinct: Vengeance
- Unleash Otherworldly Monsters
- Turn invisible and silent
- Nick somebody to infect them
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Water Witch Celebrant of Abaia Solitary, Stealthy, Magical, Intelligent, Hoarder Alchemical weapons (w[2d10] damage) 16 HP 0 armor Close, Ignores Armor, Near Special Qualities: Breathe water Circe, celebrant of Abaia, thrives on secrets. She uses others to do her dirty work, but likes to watch. When cornered, she uses her knowledge of alchemy to keep escape and keep others at bay. Instinct: To cause pain in others
- Glean unsavory secrets
- Mix a potion that weakens
- See through water
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Skunk Bear Solitary, Small claws, bite (1d10+1 damage) 12 HP 1 armor Close, Forceful The skunk bear is a squat and furry animal with a powerful body, Its powerful strong forelimbs are armed with long claws for digging and tearing. The skunk bear is a powerful and versatile predator and scavenger, it feasts on the flesh of creatures it kills or the rotting corpses found in the woodlands. Whether eating live prey or carrion, the skunk bear's feeding style appears voracious. The skunk bear marks its territory with powerful scent. Instinct: To hunt and feast
- Rage
- Powerful Scent
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Night Hunter Solitary, Intelligent, Terrifying Dented Arms (d10+4 damage) 20 HP 3 armor Close, Forceful Special Qualities: Deformed by its curse One of the most recent and terrible spawns of the Tower of Ruin, it was once human or the like, but a simple creature that craves fresh meat and blood. It's gruesome state of change has left claws with rows of fangs that it uses in a deadly embrace against its enemy. Instinct: To grow immortal
- Stalk the weak
- Force an enemy into submission
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Bloodspawn Solitary Anything at hand. (d10+2 damage) 12 HP 0 armor Close, Forceful One of the many infected by the curse of the Night Hunter, they follow him everywhere only leaving his side to find prey or new tainted souls to fill the ranks. Beware the nightwalkers, beware the silent damned. Instinct: Follow the masters's biding.
- Hunt the lord's prey
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Cave Ogre Group, Large, Organized, Cautious, Hoarder, Terrifying Heavy Tree Branch (d8+2 damage) 14 HP 2 armor Forceful, Ignores Armor, Near Special Qualities: Appearing as a horribly disfigured half-giant/half-human, ogres are massive lumbering creatures with uneven black eyes, gnarled teeth, squatty legs, and thick, muscular arms. Ogres have a significant desire for all things magic. Believed to be the unholy hybrid of an ancient humans and giants, they can sense magic and covet its very presence. When travelers carrying magical loot wander too close to an ogre's territory, they sniff them out like a hound and steal whatever it is they carry. Those familiar with magic believe that ogres, despite their poor biology, owe their long lives to being in the presence it. Merely being near an arcane presence extends their lives tenfold. Instinct: To hoarde magical items
- Attack anyone who wades too close to their territory
- Roars out to its kin when outnumbered
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Ravenloft Werewolf Solitary Claws and Bites (b[2d10+4] damage 3 piercing) 16 HP 1 armor Close, Forceful Instinct: Spread the moon curse
- Rend flesh