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The Hermit Mage Solitary, Magical, Stealthy, Intelligent, Hoarder Enervating blast (d10 damage) 12 HP 4 armor Close, Ignores Armor, Far Instinct: To amass sorcerous power
- Conduct a necromantic ritual
- Use good manners to trick you
- Use one of his many magical items against you
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Human Cutthroat Solitary, Stealthy, Intelligent Very sharp knife (d10 damage 1 piercing) 12 HP 1 armor Close "Those who say life is cheap never killed for a living. There's money to be made, getting rid of softer people's problems. If you've got the coin and a living problem, I've got the solution - I can do it clean or messy, however you like. Don't worry, I'm very discrete - no one will know it was you what bought a man's death. Do we have a deal?" Cutthroat is just a name. Sometimes they slit your throat, other times they stab you in the back. Still other times they don't use a blade at all. They might strangle you, suffocate you or poison you. The poison might just be in your drink, or it might be a lot more elaborate and subtle - a combination of separate ingredients: liquid in your drink, powder in your meal and smoke from a specially prepared candle as you drift to sleep afterwards. However they do it, it's clear they've done it before. Instinct: to profit from murder
- Make a sneak attack
- Poison subtlely
- Escape cunningly
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Flail Snail Solitary, Large, Magical, Intelligent Flail Stalks (d10+4 damage) 16 HP 6 armor (Shell), 3 Armor (Squishy Parts) Forceful, Reach Special Qualities: Magic warping shell, Can climb sheer surfaces You'd think a giant snail with bony tentacle flails the size of greatclubs on it's head and a nigh impenetrable shell on it's back would be bad enough. But then your wizard gets fried to a cinder by his own damn fireball and you realize that you really should have waited before ordering all that garlic butter. Instinct: To defend it's territory
- Smash someone or something with it's flail stalks.
- Retreat into it's shell
- Reflect a spell cast at it.
- Spit a stream of mucus
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MorLadron Warrior Pirate on a GwenynMawr (Giant Pseudo-Wasp) Horde, Organized, Intelligent Slashing and Stinging (d6+2 damage 1 piercing) 3 HP 1 armor Close Special Qualities: Flight A MorLadron (Four-eyed inhabitant of Istarte) warrior-pirate, riding on a giant pseudo-wasp called a GwenynMawr. The warrior-pirate has various melee weapons, and the GwenynMawr itself has a dangerous stinger. The GwenynMawr is about the size of a small pony with a wide wingspan. The MorLadron are diminutive, about three and half feet tall. Instinct: Plunder and Pillage
- Circle and Harrass
- Take to the Air
- Swoop and Snatch
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Shadow Demon Group, Magical, Planar, Amorphous Claws, teeth (d8+2 damage 1 piercing) 9 HP 4 armor (good/light bypasses) Close, Ignores Armor Shadow demons are incorporeal, but are helpless in sunlight or bright light. Shadow demons can possess other creatures, and enter the sunlight; however, if they are hit with a magic form of sunlight, the possession ends. Instinct: To bring darkness
- Blend into shadows
- Can possess other creatures and create darkness
- From the shadow plane
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Deepwood Banshee Solitary, Magical, Stealthy, Intelligent, Hoarder Whirling razorleaves (d12+2 damage) 12 HP 4 armor Close, Reach, Near, Far A Deepwood Banshee, despite its name, is not truly a spirit. It appears as a gaunt man or woman clothed in leaves, bark and vines. It lures wayward travelers with a dreadful cry, like a child or adult in pain or peril. When the victims are in sight, it unleashes a trap of roots and vines which ensnare and strangle. The creature's best defense is also its most damaging attack: a whirlwind of razorleaves that spins about its person. If bested it will make deals, and Deepwood Banshees are so ancient and uncivilized that they know the deeper mysteries of nature and the beast. They bear human-like children which begin to transform into the creature they are at puberty. This change is timed to match that of humans, though a Deepwood Banshee has a much longer lifespan, akin to dragons. A Deepwood Banshee's primary drive is to protect the deepest reaches of the forest from meddling mortals. Instinct: To guard the dark secrets of the forest from wayward travelers.
- Tangle intruders in roots and vines
- Lure intruders into a trap
- Control plant life to tangle and lash
- Shred with razorleaves
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Carnivorous Orchid Solitary, Huge, Stealthy, Amorphous Squeezing Tendrils (d10+5 damage) 23 HP 2 armor Reach, Forceful, Ignores Armor, Near A very large orchid-like flower, about 20 feet across. It waits for prey to come near, then grabs them with it's tendrils and drags them to a central chamber inside of itself, where acid will dissolve the flesh and bone. Instinct: Consume Passing Prey
- Grab Prey with Tendrils
- Drag and Squeeze Prey
- Digest Prey in Central Chamber
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High Invocator Solitary, Magical, Intelligent Energy Bolt (d10 damage) 12 HP 4 armor Close, Ignores Armor, Far Special Qualities: Specialized Spellcaster High Invocators are the elite guard of Tower of Invocation, they wield tremendous and terrible energies. In the terms of raw power they are amongst the greatest mages in all of Akhenaten although they are less subtle than some of their counterparts. Instinct: to serve the Grand Invocation
- Manipulate powerful magickal energies
- Utilize evocation in unexpected ways
- Unleash tremendous energy
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Grippli Group, Small, Stealthy, Magical, Intelligent basic weaponry, including dart guns (d6 damage 1 piercing) 7 HP 0 armor Close, Far Special Qualities: amphibious, camouflaged Grippli are a race of poison-dart-frog people. They form communities in damp wet places and by the seashore. Grippli desperately want to be seen as one of the main sentient races, and will ambitiously try to prove their worth as a race. Grippli can be friendly, but can also stealthily poison anyone that they oppose. They are a relatively innocent race, and do not have thieves or good liars. Most Grippli tend to become rangers, at which point they have stats as a 1st level ranger. Instinct: to gain influence
- poison: 1d4 damage ongoing
- hide in water or vegetation
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Forn Chakathi Solitary, Stealthy, Magical, Devious, Intelligent, Cautious Jagged Dagger (d6 damage 2 piercing) 12 HP 3 armor Close Instinct: To protect Drangar
- Dart around while fighting
- Disappears into black magical clouds only to reappear somewhere nearby
- Create mirror images of himself
- Hard to catch