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The Fisherman Solitary, Devious, Intelligent, Planar, Terrifying Hook and net (d10+4 damage 1 piercing) 20 HP 1 armor Close, Forceful, Reach, Far Special Qualities: Amphibious, Stench of the Undersea You see 'im sometimes - out there in his dinghy, his lantern casting shadows across still water. Some say he's a spirit o' the sea, a lonely lover of the waves forever trapped by her chilly whims. Others say he's an angel, sent to rid the world o' pirates and the likes. All I say is that you best hope he just passes you by. Instinct: To fish the wicked
- Drags the unwilling to sea
- Command predators of the sea
- Pronounces secret evils
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Mountain of Meat Solitary, Large, Amorphous Belch gas (d10 damage) 27 HP 1 armor Ignores Armor, Near Special Qualities: Immunity to poison, impervious to standard weaponry This is what happens, I always told 'em, that ol' house Mr Potter lived in is starting to smell real bad I'd say. But would they listen, oh no, they just keep blabbering on about taxes this and tribute that, nobody has time for the renovation of the beggar district. And now it's eaten Harry. Who am I going to play chess with now? Instinct: to envelop
- Expel vile gases, consume something / someone
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Bretah Group, Small, Stealthy pistol (d8 damage 1 piercing) 6 HP 4 armor Close, Near Special Qualities: Gunpowder Small halfling size creatures that live in the Phantom Zone. The Bretah are resourceful and advanced, using their knowledge to offset their diminutive size. Instinct: to repel outsiders
- Sneaky
- Gadgets take the unwary by suprise
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Meat Pile Group, Tiny Belch gas (d6-2 damage) 2 HP 0 armor Hand, Ignores Armor, Near Special Qualities: immunity to poisons In the filthiest gutters and the most neglected of gardens, these almost sentient piles of meat take up home. Luring scavengers such as rats and flies they envelop and consume them, steadily growing larger over time. Rarely is one found that is larger than a small dog or potted plant, but there have been reports of abandoned houses that have been overtaken by their sickly smell, hinting at the dark fate of previous occupants. Instinct: to add to its mass
- Expel vile gases
- Cause sickness in those around it
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Gladiator Elemental Group, Hoarder, Construct, Amorphous a whirl of sand an broken weapons (b[2d8+2] damage) 17 HP 1 armor Close, Forceful Special Qualities: made of sand and violence Clever way of making a gladiator, that... bringing the sand to life. It's experienced enough battles in its time. Now it's going to feature in one. Instinct: to kill those before it
- advance like a whirling storm
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Sheeba, Armour Dire Lion Solitary, Large, Construct, Terrifying welded metal claws (d10+4 damage 1 piercing) 16 HP 3 armor Forceful Special Qualities: welded-on armour, treat death as a welcome release A dire lion, welded into a suit of spiked armour. And the spikes are on the inside. Instinct: to lash out in pain
- Leap on a foe
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Antony Crax, Lion Handler Solitary, Devious, Intelligent, Cautious barbed whip (d8 damage) 12 HP 4 armor Close, Reach Crax is the one gladiator on the team who isn't a slave. He is paid to be there, to be master one of the slaves - the dire lion Sheeba. Instinct: to cause pain
- Command Sheeba to attack or withdraw
- Torture Sheeba into a fury
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Valro, Armoured Gladiator Solitary, Intelligent, Cautious Mace and spiked shield (b[2d10+2] damage) 12 HP 6 armor Close Valro has seen a lot of other gladiators fight and die in the arena. Most of those he's seen have broken on his impenetrable armour like waves on a rock. Instinct: to break others
- Slam with a shield
- absorb their blow as his shield shatters
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Troll-Blood Gladiator Solitary, Intelligent blood-drenched sword (b[2d10]+4 damage 1 piercing) 16 HP 1 armor Close, Forceful Healing from nearly any wound makes a long-term career as a gladiator a fair bit more tenable. Probably best not to dwell on the rumours of this thing being bred to order... Instinct: to fight
- Rapidly heal an injury
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Windstorm Mercenary Group, Magical, Organized, Intelligent lightningrod spear (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Ignores Armor The way the Windstorm treat their recruitment and training, you'd think they were a band of wandering warrior-mystics. You'd be right to. They just happen to be mystics who like the clink of gold. Instinct: to fight for gold and glory
- Stun with a thunderclap
- leap on a gust of wind
- get backup from the company