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Great Viper Solitary, Large, Stealthy Vicious fangs (d10+4 damage) 20 HP 2 armor Forceful, Reach The Great Viper is a snake of immense size - large enough to swallow a man whole. Its poison is strong enough to lay out an elephant in large doses, though in smaller doses it has more unpredictable effects. The Great Vipers do not exclusively hunt humans, but they do favor them as prey - especially the humans who ride horses. Great Vipers do love their horseflesh. Instinct: To hunt and eat
- Poison someone
- Strike from out of sight
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Immense Clockwork Defender Prototype Solitary, Huge, Organized, Construct Massive blows from robotic hands (d10+5 damage) 20 HP 4 armor Near, Reach, Forceful, Ignores Armor Special Qualities: Metal, Clockwork, Well-hidden weak spot "So there we were in what must have been the War Room, there's just no other word for it. In the middle, covered in a century of dust, sat the largest Clockwork we had yet seen. As tall as any giant, but it was plated head to toe in solid brass. Remus decided to pry some plates off to make armor, which was going fine until Tilandor touched the Crystal Pipes in the corner. That massive brass beast sprung to life in a heartbeat, and there was nothing left of Remus but his crumpled armor and gore. We ran, of course, but the walls echoed with some sort of awful wail. Within minutes, the halls were filled with Clockworks. Only I made it out alive, and I will never go back to that cursed place."
Instinct: Destroy all Intruders! *click* Defend the domain!
- Emit a piercing klaxon that awakens the other Clockworks
- Display unimaginable strength and pitiless force
- Reveal a hidden function from the depths of its gearworks
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Skara Drone Group, Terrifying Toxic mandibles (d8+2 damage) 10 HP 2 armor Close Special Qualities: Grotesque appearance, Fear light Skara drones are man-sized, bi-pedal cockroaches, with dark chitinous plating and filthy mandibles dripping with toxic saliva. Drones are bred by the Skara as workers, warriors and sentinels. They are not very intelligent, but are relentless in the completion of their given task. They use their size and grotesque appearance to intimidate or frighten enemies, often rushing out of the darkness or from some hidden nook they have hidden in. In combat they attempt to grab an enemy with their many arms before biting with their gory mandibles. They have vestigial wings which they use in dramatic displays or to batter an opponent, but they have no ability to fly. All Skara are creatures of the dark, and avoid bright light and fire whenever possible. Instinct: to cause fear
- Charge out of the darkness
- Grab with arms
- Scuttle
- Flee into the dark
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Clockwork Defender Group, Large, Organized, Construct Crushing blows from metal limbs (d8+2 damage) 12 HP 3 armor Forceful Special Qualities: Metal, Clockwork, Well-hidden weak spot "The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"
Instinct: Destroy all Intruders! *click* Defend the domain!
- Display immense and uncaring strength
- Soldier on, ignoring all damage until the last
- Reveal a hidden function from the depths of its gearworks
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Erinys Group, Divine, Intelligent, Planar, Terrifying Flaming Spear (d10+4 damage) 12 HP 1 armor Close, Forceful, Reach, Near Special Qualities: Wings, Aura of Fear Born from the blood of the first slain god, the erinyes are the embodiment of divine vengeance. No deity commands them; they feel in their bones the wicked deeds of mortals, and feel compelled to punish the wicked. Each erinys is unique in appearance; some are beautiful but garbed in venomous serpents, others hideous and bestial. Yet no matter the form, no mortal who lays eyes on an erinys can suppress a chill of dread. Perhaps it is something generated within the erinyes that causes this reaction. But perhaps it is merely the mortal's guilty conscience, confronted with implacable and unreasoning justice... Instinct: To punish
- Rain down fiery vengeance
- Reveal mortal sins
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Fae Spirit Group, Tiny, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous Illusions and tricks (d10-2 damage) 3 HP 5 armor Hand, Ignores Armor, Near, Far Special Qualities: Immune to physical harm, except pure iron Fae Spirits are mischievous creatures who use illusions and tricks to confuse, trap, and frighten mortals. They usually live in places where the border between the mortal world and the eternal, capricious fey realm is thin. They may confuse, annoy, or play more malicious tricks on mortals that have trespassed or broken the strange rules of the fey court. Instinct: To cause mischief
- Grant a wish, with a twist
- Misdirect with tricks, illusions, and lies
- Tempt them with visions of beauty
- Lead them into danger
- Abandon them in the fey realm
- Grant one wish, without a twist when they catch your true name
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The Ferryman Solitary, Magical, Stealthy, Devious, Intelligent, Planar Oar of bones (w[2d12] damage) 20 HP 4 armor Close, Ignores Armor Special Qualities: Anthropomorphic constant, cannot be destroyed The Ferryman of the river of bones ferrys the souls of the dead across the river that separates the land of the living from the lands of the dead for the cost of a single copper coin. The ferryman can also be convinced to take the living to the lands of the dead, but he may require a greater price. The ferryman is not inherently hostile, but if you try to impede or circumvent his duty he will push you into the river of bones, where bone serpents will tear them to pieces and pick their bones clean. Instinct: Demand your price
- Ferry them to the lands of the dead for a copper coin
- Vanish and leave them stranded
- Touch of horrors
- When they defy your duty, push them into the river of bones
- Tell the location of a dead soul for the price of a frozen tear
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Necrogue Solitary, Intelligent, Terrifying sneak attack (d10+2 damage) 16 HP 3 armor Close Special Qualities: undead The terrible lich king or the dreadful necromancer from the Ash Plains needs to know what is going on in their enemy’s realm that they dream of tearing apart. That's when the necrogue comes handy. That undead sneaky thing lurks unnoticed in dark corners and doesn't hesitate to cut throats when it’s not quite dark enough to hide. Instinct: sneak around
- Spying for its dark master
- Disappearing in dark corners
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Chupacabras Solitary, Magical, Stealthy, Intelligent, Planar, Terrifying Bite (d10 damage) 12 HP 6 armor Close, Ignores Armor Special Qualities: Hunter, Alien The chupacabras comes from another dimension to collect the blood from farm animals. It collects it but don't consume it. Whatever it does with the blood is a mystery. It almost humanoid features, look to be crossed with some sort of reptile. It moves like an animal but there is an aura of awareness around it that most find it disturbing. Not as disturbing as it eyes that are pool that reflect forbidden knowledge. Instinct: To suck the blood of farm animals
- Suck the blood of those distracted
- Can't be found if actively looking for it
- Know the secrets of reality