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Land Shark Solitary, Large, Terrifying Bite (b[2d10+4] damage 2 piercing) 16 HP 5 armor Forceful Special Qualities: Can swim underground in the sand as if it was water, Its huge maw full of sharp pointy teeth as well as the fin you see sailing above the sand as an ominous sign that you are about to be lunch. The land shark is a large creature that has terribly sharp claws and huge maw full of razor sharp teeth and, it looks very similar to a shark crossed with a turtle as the top part of this body is covered in an almost stone like plating. Its slow on top of the ground but glides effortlessly beneath it. It is constantly seeking its next meal and is often drawn by the sent of blood from miles away. Instinct: To feed on living things
- its and eating machine
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Mythrandiadeath Solitary, Large, Intelligent, Cautious, Hoarder, Construct, Terrifying Giant Hammer (b[2d12+4] damage 3 piercing) 20 HP 4 armor Forceful, Ignores Armor, Near, Far Special Qualities: Made to destroy, Disturbing face Instinct: Seek out evil
- Smash things
- Breathe noxious breath
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Morlock myrmidons Group, Intelligent, Cautious Rusty sword (d8 damage 1 piercing) 6 HP 5 armor Close Instinct: to guard faithfully
- Guard Morlock things
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Subterranian Locusts Horde, Small, Organized Bite (w[2d6] damage) 3 HP 1 armor Close Special Qualities: nauseating spit Subterranean locusts resemble giant 2’ or 3’ long grasshoppers, and are the color of stone. They primarily eat plants and all kinds of fungus that grows underground, and are immune to the effects of yellow mold and other poisons. Subterranean locusts are prone to panic, and will typically jump up to 60’ away if they sense a disturbance. This haphazard sudden flight, however, can be in any direction. They will accidentally flee in the direction of the group half the time, and can slam into a creature. A locust does not stay to fight, but flees in such an instance. Sometimes, if the locust is attacked, it will create a high-pitched whine that can gain the attention of other monsters in a labyrinth. If forced into combat, the locusts may produce a brown, sticky spit that they propel to 10’ away. The attack bypasses armor but does no damage. If struck, the opponent becomes incapacitated due to the horrible smell of the spittle. This lasts for a short time before the opponent becomes immune to the odor. The spittle must be rinsed off or any creature that comes to within 5’ of a spit-soaked creature is subject to the same vomiting reflex. Instinct: to be left alone
- Swarm in areas with fungus
- Make locusty noises to attract other monsters
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The Beast Solitary, Large, Magical, Planar, Terrifying, Amorphous Tentacles (b[2d12+4] damage 1 piercing) 27 HP 2 armor Forceful, Reach, Near Special Qualities: Tentacular Horror When the last morlock king died last night, the demonic entity that his ancestors had bound to their flesh was finally released. It has grown out of the corpse into a all that remains of the morlock is a hideous torn-up parody of a human being through which the mighty tentacular growths of the extradimensional evil is manifesting. This beast has consumed the entire funeral party that was carrying the morlock king’s corpse through the hole one last time before entombing him in the crypt, and is now seeking new sources of food. Its haunting scream can be heard by all within 400 feet, drawing them to be consumed. Although it moves very slowly, its tentacles can reach targets up twenty five feet away. When slain, the beast practically explodes, showering ichor and its remnants throughout the room exposing the skull of the morlock king, now the beast’s heart Instinct: to devour
- Raise the dead
- Issue a haunting scream that lures prey
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Freedom Fighter Group, Organized Short sword (d8 damage 1 piercing) 6 HP 1 armor Close Everyone fights for what they think is right. So it is with the Freedom Fighters. Some call them rebels, some mistake them for thieves, but the Freedom Fighter knows who he is. He is a patriot. A hero. Beside him stand his brothers, committed to the same goal. Nothing short of a toppled government and a redefined society will do. Those who stand in the way will be dealt with. Sacrifices must be made for what is good. Instinct: To challenge authority
- Attack those who stand in the way
- Bring in backup
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Carnivorous beetle Horde, Tiny rending mandibles (d6 damage 1 piercing) 3 HP 0 armor Hand About a foot long in length, the Carnivorous cave beetle constitutes most character's worst nightmares. They're surprisingly fast, and drawn by the smell of blood. Instinct: to seek flesh for the swarm
- Burrow into flesh
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Doberman Security Drone Group, Small, Construct Assault Rifle attached to its dome (b[2d8+2] damage 2 piercing) 12 HP 2 armor Close, Reach, Far Special Qualities: Ceramic-alloy skin with Shiawese Logo Squat, matte black, almost like a crab. It has a dome on top which rotates 360 degrees with a the barrel of an assault rifle sticking out the top. Multiple small eyes stare out through lenses that protect it from damage. Has a white Shiawese logo on the side Instinct: Guard the compound
- Guards corporate facilities in Shadowrun. Usually patrols compounds in support of a metahuman security.
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Morlock King Solitary, Stealthy, Intelligent bone scepter (b[3w[3d10] damage) 12 HP 0 armor Close Top of the trashheap. Instinct: to remain isolated
- Lead the other Morlocks
- Do something unexpectedly bright
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Morlock Horde, Intelligent Club (w[2d6+2] damage) 3 HP 0 armor Close Morlocks are distantly related to their bigger cousins, the Orcs. Much in the way that Orcs were originally created through a process of distorting and defiling some Elves and Humans, Morlocks were created from some Hobbits and Leprechauns. These ‘experiments’ failed to deliver desired results, and so ended the short-lived re-creation episode for the Morlocks. Nevertheless, many fled and hid away from their disowned creator, and survived through the centuries as horrible, stinking, pitiful creatures, doomed to fear and failure. Their further curse was that of an unnaturally long life. They are said to live for over 250 years, spending almost every moment sulking in caves, hunting vermin, sightless fish, and the occasional adventurer that they happen upon. When procreation does occur, the mother is left to carry the baby Morlock alone, and once she has given birth, she usually abandons it with some dead fish near an underground stream or pool, never to interact with it again. The few that survive do so on their own, eating raw fish and drinking putrid water. Of all of the various races used to create the Morlocks, the Riverfolk halfling was the most successful in surviving, leaving predominately this one kind while most of the other already rare creatures have died off. They are naturally suited to fishing in the small underground pools and streams, and an interesting trait of these particular Morlocks is that they did not suffer the usual loss of intelligence during the re-creation process. It is said that this is due to their weaker will and more pliable minds—they did not have to be broken so much as bent and twisted. Instinct: to be left alone
- Skulk in the shadows