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Scarr Horde, Stealthy, Organized, Intelligent Silver Elven Scimitar (d6+4 damage) 5 HP 3 armor Close, Forceful Scarr is a large bugbear that commands one of the goblin tribes that is at war with the kobolds in the mine. He has many scars on his body, but his namesake is the chunk of his mouth that is missing due to an adventurer's spear. He is distrustful of anyone and loves to toss goblins at opponents to catch them off guard. His armor is composed of the bones of fallen foes, mostly kobolds and a distinctive faintly glowing elven skull on his left shoulder. Instinct: to conquer
- Throw goblins at opponents
- Satchel of powder to eyes
- Goblin summoning horn
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The Bronze Colossus Solitary, Huge, Construct Crushing Fists, Throwing of large objects (d10+5 damage) 27 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Animated by wild magicks gone array, Sinks in Water, Melts under high heat If you want to smash your enemies and their homes and everything they love, you have to have a big hammer to do so. But sometimes, be it through sheer ineptitude or maybe just dumb luck, your hammer goes out of your control and becomes a giant unrelenting killing machine incapable of distinguishing between what you want it to smash and everything else. Sometimes said hammer is 30 tons and several feet high and also looks a lot like an armored man who likes to smush things with his hands. Sometimes you don't plan out your methods so well and now you gotta deal with the clean up. Instinct: To Persue and Destroy
- Destroys structures
- Crushes whatever it can get it's hands on.
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Doomracker Solitary, Huge, Magical, Divine, Planar, Terrifying ground break (d12+5 damage 2 piercing) 20 HP 4 armor Reach, Ignores Armor, Far Special Qualities: A huge evil beast with thousands of years worth of hate and anger towards the surface for imprisoning him in the underdark. Has minions and and is very charismatic. Will do anything to destroy the surface. Instinct: To manipulate
- Break bone
- Exploding doom
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Dark sprite Horde, Small, Organized, Terrifying Short Sword (b[2d4] damage 1 piercing) 3 HP 0 armor Close Special Qualities: eyes of darkness A small evil being full of hatred towards anything that breathes. Instinct: To Destroy
- Eat
- squeal
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Flare Antrouch large bones (b[2d6+6] damage 1 piercing) 7 HP 0 armor Forceful A beast that has come from the rifts in the earth. Beasts of pure evil whos only intent is to destroy. Instinct: destroy
- Destroy land and eat cattle
- Underdark fear
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Dwarven Sniper Solitary, Small, Stealthy, Intelligent Javelin Thrower (d10 damage 2 piercing) 6 HP 1 armor Close, Far The javelin thrower is a new invention of the dwarves. An oversized crossbow that shoots javelins instead of bolts. These specially trained dwarves are chosen for covert operations to elimanate important threats. Another more mundane role is supporting dwarven squads with their precise shots. Unlike other dwarven formations they work by themselves. Instinct: Serves in the interest of the Mountainhome
- Carefully picks off targets
- Sets mirror traps to throw off it's position
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Dwarven Infantry Group, Small, Organized, Intelligent, Cautious Brutal axe slashes (d8+2 damage) 10 HP 3 armor Close The traditional dwarven infantry is armored with chainmail or similar armor and carries a battleaxe and a shield. A typical dwarven squad is consisted of two infantry and three marksmen. Dwarven battleaxes are known to crush as much as they rend and dwarven steel is remarkably resilient at it's worst. Deadly when supported by marksmen. Instinct: Serves in the interest of the Mountainhome
- Slices and dices
- It calls out and blows on a horn to call for backup
- Usually comes in pairs
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Dwarven Marksman Group, Small, Organized, Intelligent Crossbow (b[d6] damage 1 piercing) 6 HP 1 armor Close, Reach, Near Dwarven marksmen are nothing to scoff at. What it lacks in volume of fire it makes up for in accuracy. Dwarven-made crossbows also pack a bit of punch with piercing bolts. Groups of marksmen are known to use suppression fire to pin down targets, making it difficult for mages and other marksmen to retaliate. A typical dwarven squad consists of two dwarven infantry and three marksmen. Instinct: Serves in the interest of the Mountainhome
- Shoots bolts
- Yells out and blows on a horn to call for backup
- Pins down threats by coordinating groups for suppression fire
- Usually comes in threes
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Mercenaries Group, Intelligent, Cautious Seasoned blade (b[2d8] damage) 6 HP 5 armor Close Tougher than your average guard, but loyal to only their coinpurse. Instinct: to get paid
- Kill or guard in exchange for coin
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Halfling Barbarian Warrior Horde, Small, Organized, Intelligent Dual-wielded knives or axes (b[2d4] damage) 7 HP 0 armor Close Instinct: To pillage
- Swarm a place of civilization and take what they want
- Cry out and swarm