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Tatzelwurm Solitary, Large, Stealthy, Magical, Devious, Intelligent, Hoarder Bite (d10 damage) 16 HP 2 armor Special Qualities: Burrowing Those cousins of the dragons are the apex predators in mountainous forests. They resemble very big snakes with two arms and a voracious face. Territorial, brutish, and wielding magic, they are a force to be reckoned with. More than a king has put a bounty on the head of a Taztelwurm, since they have no worries about expanding their dominion when the forest has no more preys and a near farm is full of pigs and cows. Instinct: to be at the top of the food chain
- Envelop them in its spires
- Ambush the unsuspecting from the thick of the forest
- Work a simple spell of earth or poison
- Paralyze a prey during eye-contact
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Magic Eater Group, Magical, Organized, Intelligent Bite (d8 damage) 6 HP 0 armor Close Special Qualities: detect magic Aeons ago, they were humans, like me and you. They loved magic, and their studies about the arcane art actually changed forever the way spells are done. But what begun as a passion became an addiction. They built more and more powerful artifacts, they crafted more and more energy-consuming spells, detaching themselves from the world. Reality meant nothing to them, and their magic eventually twisted their bodies after their minds. Now they seek refuge in places of great power, eating residual energy, and hoping for some adventurer carrying enchanted equipment—or even better, a true spellcaster—to come by. Instinct: to feed on magic
- Absorb the effetcs of a spell
- Unleash an ancient spell
- Ring a telepathic alarm
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Bush Master Group, Large, Stealthy, Cautious, Amorphous vines that constrict (d8 damage) 13 HP 3 armor Near Special Qualities: Blends in among the other plants The Bush Master is found in the deep forest protecting important groves or landmarks. The forest elves say that they were made by a mad sorceress to protect her tower. When she disappeared, the plants moved off to form their own communities. They appear drawn to areas and artifacts of power. Instinct: To protect its territory
- Entangles and suffocates its prey
- Hides among the normal plants
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Hag Solitary or Group (3), Stealthy, Magical, Devious, Intelligent, Hoarder, Cautious, Terrifying Fetid tooth and foul claw (d8 damage) 12 HP 0 armor Close Bedraggled beauties lost in the wilderness, desperately in need of rescue and protection are usually just that, women in need. Sometimes... they are horrible creatures lurking in glamoured disguise. Beguilers they, who lust for the true vigor and beauty of youth; who lure hapless adventurers back to dank lairs, to be repeatedly and tortuously used as breeding stock, or to become a meal. Revealed in their true forms, hags appear as grotesquely twisted crones, who gleefully corrupt and manipulate. They decorate their magically hidden caves with bubbling cauldrons, moldering tomes, jars of rare reagents, bones of former lovers, and lost artifacts. They know too much about you, what drives you, and what lies ahead in your future. They occasionally take coven with their sisters to cast dark rituals and meddle in mortal affairs. Instinct: to breed and collect
- Beguile and tempt through illusions and divination
- Foretell the fortunes of others
- Brew poisons and potions
- Curse and hex those who threaten with injury
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Goblin Spider Rider Group, Stealthy, Intelligent, Cautious Saber strike (d8 damage 1 piercing) 6 HP 2 armor Close Special Qualities: Web shot Goblin riding a wolf-sized spider. Wields cavalry saber in close combat. Spider can shoot webs to ensare. Instinct: To strike from unexpected directions
- Scale heights
- Leap behind you
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Agglomerate Solitary, Huge, Terrifying Flailing limbs (d10+5 damage) 28 HP 0 armor Reach Special Qualities: A giant rolling pile of the dead Its said that an entrepreneural minded wizard created the first Agglomerate as a convenient means of cleaning up battle fields. Animate one corpse and it flops around all on its own absorbing its neighbors until you have a nice big ball o'corpses that would roll itself away for easy disposal. As an idea it probably would have worked better if the mindless construct didn't seek to aggressively beat to death every living thing it encounters with a myriad of ill attached limbs. No doubt this has something to do with why this method of body disposal never really caught on. The fact that severed pieces start rolling around on their own and forming new Agglomerates has made the experiment difficult to completely eradicate. Instinct: create corpses to absorb
- Grow by absorbing corpses
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Clockworker Ant Horde, Tiny, Organized, Planar Mandibles (d6-2 damage 3 piercing) 11 HP 3 armor Hand Special Qualities: wall crawling, does not eat or sleep The clockworker ant is at the bottom rung of the Machine God's hive. They are tasked by their factory-queens to collect base materials and use them construct items, structures, and machines. They will continue their current assignment regardless of what happens around them, but, if impeded in their work, will attempt to remove the obstruction with impossibly sharp mandibles that can easily cut through almost any substance. Instinct: to follow the Machine God's orders
- build objects from base materials
- work in unison
- break down an object into base materials
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Killer Bee Horde, Tiny, Organized Sting (d6-2 damage 1 piercing) 3 HP 0 armor Hand Special Qualities: Flight, poison These bees are smaller than a cat, but only just. If you rile one, it could be bothersome. If the bees teem, you are in trouble. Just stay away from the hive and you should be safe. Maybe. Instinct: To protect the hive
- Sting you, pump poison into you, then die
- Call the bee 'teem'
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Baboon Faced Scorpion Beasts of the Red Wastes Horde, Tiny, Terrifying Tail Stinger (d8-2 damage) 3 HP 3 armor Hand Special Qualities: Keen baboon senses, Hideous baboon face, horrifying scorpion body! "A horrid thing from a horrid place, they come in hooting swarms. They prefer flesh bloated and blackened, weeping pus and the leavings of their poisonous stings." Instinct: To debilitate
- Swarm and sting.