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Ettercap Group, Stealthy, Devious bite (d6 damage) 6 HP 1 armor Close Ettercaps are humanoid abominations that prepare cunning traps to ensnare and devour many kinds of creatures, after biting them with their poisonous spider-like mandibles. They often have huge spiders as companions, just like humans have dogs. Instinct: To hunt and breed
- Spout a sticky web
- Lure a creature in a prepared trap
- Paralise a prey with poisonous bite
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Glasymer Wyrmling Group, Large, Hoarder Claws and Bite (w[2d10+3] damage 3 piercing) 10 HP 3 armor Close, Reach, Messy Special Qualities: Wings As their mother endlessly slumbers deep beneath the waves, they grow restless. Occasionally, a few of the siblings will find their way to the surface... looking for friends! Their elongated slender bodies easily measure 15 paces long (plus a tail) and are covered with beautiful bluish-green scales, all topped with a dragon-like head that hold a kind and playful smile. Unfortunately, that smile is made up of hundreds of razor sharp teeth, and even those pale in comparison to their foot-long rending claws. The problem is that they just don't understand how dangerous they really are. They just want to play with some travelers on the coastal road or some fishermen at sea. But a playful bite from one can easily rip off a limb... or worse. (Their attack represents them "playing". When they are angry, take the best of 2d10, rather than the worst, for damage when they attack.) Instinct: to play
- Find new friends to play with
- Play with friends, unaware of its own deadly strength
- Get very angry at those who won’t play
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Gorillaphantaur Group, Large, Intelligent Spear (d8+2 damage) 10 HP 1 armor Forceful, Near Half gorilla, half elephant, the mighty gorillaphantaurs rule the tropical plains they call home. They fight with their columnar forelegs and powerful claws, or else use a weapon instead of their claws (special thanks to Mark Chance, who created this creature for his trad game). Instinct: To defend its territory
- Trample
- Rend
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Stone-eye Stalker Solitary, Large, Stealthy, Devious Bite and claw (d8+2 damage 2 piercing) 16 HP 2 armor Few people have ever see one, even fewer lived to tell about it. A lithe body like a cat, maybe a panther, but larger. Its skin, streched tight over its bones, is made of stoney scales that blend into the granite like a chameleon. Its legs, of which it has eight! Each one tipped with dagger-like claws. On a long gooseneck, its head carries long teeth for sawing flesh. Even if you see it before it rends you to pieces, it will be too late, for its glassy eyes are so horrible that once you meet its gaze, you are frozen in place, an easy catch for the stalker of the badlands. Instinct: To petrify its prey
- Silently stalk its prey unseen
- Trick prey into meeting its stoney gaze
- Paralyze with its gaze
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Dragon Claw Kobolds Group, Small, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder High quality sling (d4 damage) 6 HP 2 armor Close, Far Dragon claw kobolds are a specific clan if kobolds that have perfected the art of traps. Similar in appearance to other kobolds they wear armor carved from dragon bone. These kobolds refuse to serve true dragons and are hunted by all. Once they settle an area it is nearly impossible to root then out. The traps they make drive wizards mad, and drive clerics to abandon their God's. Rogues swap tales of the devious traps and a common saying for anyone killed by a trap is the dragon claw got them. Rumors are swirling around the goblinoid races of a secret that these kobolds stole something from the king of dragons...what ever it was may well be worth all the coin in the dungeon at least to the dragons. Instinct: To snare victims to feed on
- Unleash another deadly trap.
- Bypass any trap with ease
- Spells that turn any object into a trap waiting to be sprung
- Enrage targets to follow it into a trap filled lair
- Dragonbone whistle just a puff brings out the horde
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Chimera-god follower Group, Organized, Intelligent Weapon (d8 damage) 6 HP 1 armor Close Special Qualities: Varies: flight, claws, night vision, etc. Humans with various animal parts to replace their own, they serve the chimera god. Instinct: to serve the chimera god
- Sacrifice its body to serve the god
- Summon the faithful
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Mongo, chimer-god follower Solitary, Large, Intelligent, Construct Smash with inhuman strength (b[2d10+2] damage 2 piercing) 16 HP 1 armor Forceful Special Qualities: Gorilla body, Sees you coming Rooster head, gorilla body, and the desire to prove he is the strongest follower of the chimera god. Instinct: to prove his dominance
- Smash!
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High Templar Solitary, Magical, Divine, Organized, Intelligent Longsword of the Inquisition (b[2d10+4] damage 1 piercing) 14 HP 5 armor Close, Reach, Near Special Qualities: Immune to lies, corruption and surprise After years of wandering the country learning of and defeating evil, Templar may return to the Giver’s citadel and be granted promotion to High Templar. These guys eat demons for breakfast. Instinct: To eradicate evil
- Smite with furious vengeance
- Rally an army
- Sanctify with Prayer
- Mow down cowards
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Templar Squire Group, Organized, Intelligent, Cautious Broadsword and Shield (d8 damage) 6 HP 3 armor Close Squires are Templar in training. They serve the Templar, steeling themselves physically, mentally and spiritually for the gruesome ritual to come. Their motto is: “Never volunteer. If it moves, salute it. If it doesn’t move, paint it purple.” Instinct: to not get killed in the service of Templar
- Assist templar
- Clump into a defensive formation
- Remember their training