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Exploding Spore Pods Horde, Small, Organized Explosive touch (d6 damage 1 piercing) 1 HP 0 armor Close Special Qualities: Hoverer, Fungal Sonar These floating Pods resemble green furry balloons. They seek out living matter using a strange "fungal sonar" and once they detect a suitable target, they slowly but relentlessly fly toward it. If they are struck or otherwise bang into something (eg., their target) they immediately explode, covering everything in close range in sticky, acidic spores. The target will now attract more Pods until the spores are washed off, which is a difficult process. Instinct: To cover lifeforms in sticky, acidic spores
- Detect Lifeforms using Fugal Sonar
- Explode on target, covering it in acidic spores
- More Pods home in on spore-covered victim
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Hermit Dragon Solitary, Huge, Intelligent, Magical Claws and bite (b[2d12+7] damage 2 piercing) 20 HP 2 armor Reach, Forceful Special Qualities: Dragonfear Absolutely devoted to eventually escaping the Dungeon, the Hermit Dragon has spent ages poring over secrets, investigating the workings of the Dungeon, and scribing spells the likes of which the world has rarely seen. I hope you've got some juicy information to offer it if you interrupt it, though. Behind its robe-draped form is a barely-contained engine of primordial power, waiting to unleash itself on those foolish enough to interrupt its singleminded research. Instinct: To continue its lonely research
- When left alone, assume an innocuous human form
- When bothered, wither interlopers with merely a glare
- When enraged, breathe elemental force
- When appeased with new knowledge, reveal a secret hidden for ages
- When confronted, reveal yourself in all your terrible glory
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Warden Solitary, Large, Divine, Intelligent, Construct Bladed hands (d10+4 damage 4 piercing) 22 HP 3 armor Ignores Armor Special Qualities: Unliving Body Wardens are spindly constructs made of porcelain and chromed steel, all straight lines and beautiful curves and sharp edges. They move with perfect grace, often slow but sometimes blindingly fast. Wardens come in a number of shapes and sizes, but all have arms, legs, and a head, sometimes more than the default. Their arms end in savage, bladed fingers, and their smooth porcelain masks have eyes but no mouth with which to speak. All of them have but one goal - to prevent any inmate from escaping the Dungeon. Instinct: To ruthlessly slay escapees
- Investigate the area for signs of escape
- Ignore pleas for mercy or reasons to stop
- Advance silently and implacably
- Rend with bladed hands
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Warden Group, Large, Intelligent, Construct, Amorphous Bladed hands (d8+4 damage 3 piercing) 17 HP 4 armor Forceful Special Qualities: Relentless and Unstoppable, Replace Damaged Parts Tall, spindly constructs made of porcelain and chromed clockwork, the Wardens are the judge, jury, and executioner for inmates of the Dungeon. No two Wardens are exactly alike, but all have blank porcelain visages without mouth or nose, and all have bladed hands capable of slicing through stone and metal. Any attempt at escape from the Dungeon is met with ruthless, lethal force. Instinct: To remorselessly slay those who attempt escape
- Rend with bladed hands
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Rendril the Red Dragon Solitary, Huge, Intelligent, Hoarder, Terrifying Fire breath (b[2d12+7] damage 1 piercing) 24 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Wings, Blood-red scaled body with a scorched the black face Dead black eyes peer through blistered cracked eyelids. Rendril lives to protect his late father's most coveted possession, a ring. Instinct: To protect the ring
- Breathe flames and scorch his enemies
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Lord of Flame Group, Large, Planar Flaming Sword (d10+2 damage) 10 HP 2 armor Forceful Special Qualities: Fiery Aura: close, d6 damage, ignores armor In one of the deeper pits of hell, demon children drink from the planes of pure fire. Only one in a hundred survives, but those who do are filled with power and rage. Instinct: Burn the world
- Set things ablaze
- Disappear into fire or shadow
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Flash Bunny Solitary, Tiny, Stealthy, Magical, Planar Telekinesis (d6-2 damage) 5 HP 0 armor Hand, Far Special Qualities: Teleport you to safety Instinct: To port people into awkward places
- Teleport around
- Teleport your weapons from hands
- brought about by portal opening opening
- Teleport across planes
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Young Black Dragon Solitary, Large, Hoarder, Terrifying Claws (b[2d8+2] damage) 20 HP 2 armor Special Qualities: Dragon Fear A young, pony-sized black dragon Instinct: To accumulate a horde
- Spray acid
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Hunter of the changing breeds Group, Stealthy, Magical, Intelligent, Cautious, Hoarder Silver Swords (d8 damage) 6 HP 3 armor Close These hunters in their mirror scalemail go out to bring down all those that aren't satisfied with the body given to them by the gods. To change ones own form with magic or pact is sacrilege and they are judge, jury and executioners. Every Druid should be careful around this order. If you can see your face in their armor: run! Instinct: Put an end to shapeshifters
- Lock you in one form
- cancel a transformation
- Bind you in spell-chains
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Bear Shaman of the North Solitary, Divine, Magical, Intelligent, Hoarder Frozen ray/bear claw (d10+2 damage) 12 HP 0/2 armor Close (claws are messy), Spells Ignore Armor, Near (Spells), Far (Spells) The shaman up north in the caves? Let me tell ye; not only is he as old as the world but he brings the snow and the blizzard every year. Don't get fooled by his fassade though. He might look frail but his body can match any young man and this is before he turns into a polar bear to maul ye. Better stay away from him. Instinct: Protect the ancient caves
- Transform into a Polar bear // Transform back to human
- Unleash a blizzard // bite your head off
- Warn of ancient secret // immobilize in a bear hug
- Hide in the snow