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Dream Dog Group, Small, Planar diving into victim's body and mind where it takes up residence as a psychic parasite (1 damage) 6 HP 0 armor Close, Ignores Armor At a distance, Dream Dogs are indistinguishable from regular canines. They may appear as wolves, but more commonly as their domesticated cousins. In actuality, they are a thin-place in the universe where some dimension of ancient dreaming powers intrudes and manifests in a guise that people understand. Instinct: to bring the dream-time world to life
- subvert dreams
- call out to the old ones
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Draig Young Group, Large, Devious, Organized Stomp (d8+2 damage) 14 HP 1 armor Close, Forceful Special Qualities: Visually impaired Six-legged furred alligators, draigs attack to feed themselves or to protect their lair. Draig young aren't quite blind yet and thus cannot fire magical blasts from their eyes; their vision is merely poor, though their sense of smell is excellent. Draig hide is well-known to make high-quality leathers. Instinct: to defend the lair
- Charge straight at them!
- Drag a wounded or unconscious creature back to its lair
- Cry out for help, alerting the others
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Draig Adult Group, Huge, Magical, Devious, Organized Stomp (d8+7 damage), Optic blast (Near, d6+2 damage, Ignores Armor) 18 HP 1 armor Close, Forceful, Reach Special Qualities: Blind Six-legged furred alligators, draigs attack to feed themselves or to protect their lair. Draig adults can fire blasts of energy out of their eye-holes. Unfortunately, this has left them blind - though their sense of smell and hearing are excellent. Draig hide is well-known to make high-quality leathers. Instinct: to defend the lair
- Charge straight at them!
- Fire a blast of magical power at a distant source of noise
- Drag a wounded or unconscious creature back to its lair
- Cry out for help, alerting the others
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Crypt Wyrm Solitary, Huge, Terrifying Flailing tail (d10+5 damage) 31 HP 4 armor Reach, Forceful, Near Special Qualities: Wings, Rotting Flesh A black dragon was attacked by a nest of ghouls and though it thought it was winning, the eaten ghouls continued to attack it from within. When the dragon finally died, the surviving ghouls from inside started to fight to gain control of its monstrous bulk. Eventually they managed to animate the rotting flesh of the dragon's corpse and now use it as a protective carapace in battle. Bones slowly being exposed due to the rot of the ghouls undeath, this draconic battle tank rumbles forward armored in bone and the remaining dragonscale. Instinct: To consume the living and birth the dead
- Vomit a half-digested ghoul
- Fly out of reach
- Turn rapidly swinging tail in a wide arc
- Crush someone to the ground
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Carrious Creeper Group, Large Bite (d8 damage) 10 HP 1 armor Special Qualities: Paralyzing Tentacles Like a horrible cross between a caterpillar and a squid, this creature makes its home in piles of refuse and decay, and is only happy to add corpses to the pile. If it's ravenous enough, it'll even eat it's prey alive. It's not picky. Instinct: To eat
- Paralyze with touch from it's tentacles
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The Wooden Dead Solitary, Large, Terrifying vicious claws (d10+4 damage 1 piercing) 24 HP 3 armor Forceful Special Qualities: Still wears it's old clothing, Still screaming When a mage is buried, his power must be properly channeled, lest it begin to infect the living. The Wooden Dead is one such infected; when a shaman or medicine-man is buried and the living make their homes above it, the magic seeps into them, poisoning them and making them numb to pain. As they die, they transform, their flesh turning to wood, their bodies growing tall and strong. Instinct: Kill all who approach it
- Furiously attack until destroyed
- Stand in place until provoked
- Seek out sun and water
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Two Year Old Child Solitary, Small, Stealthy, Devious, Intelligent Tantrum (d12 damage) 12 HP 0 armor Close, Far, Ignores Armor The two year old is a creature of deceptive cuteness and guile, that specialize in the manipulation of adults in order to get its own way. Most two year old act alone, but they can cluster in groups known as schools, nurseries or kindergartens. They build dens of toys, flying into furious tantrums when the toys are taken from them. They have only a few weaknesses - a need to nap during waking hours, and a dependency on love and attention. Special care should be taken when approaching a two year old. They can provoke a sense of pity and a need to protect them in adults. In addition some two year olds are known for their ear piercing screams and violent temper tantrums. Other two year olds have been associated with sticky jam or chocolate based attacks known to ruin spell books, fine clothes and jewelry. Instinct: to seek out love, support and attention
- Point out the obvious
- Mock Tears
- Invoke Pity
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Spiderhorse Herd, Large Kick (d8 damage) 7 HP 0 armor Spiderhorses are pack-arachnids used by the dwarves to navigate rough terrain. Though not particularly fast, they're much faster at getting up hills and across scree than most animals. Spiderhorses are bred to be docile and not particularly bright. Unfortunately, they still have a self-preservation instinct, so do remember to tie them down before you start making loud noises and waving fiery sticks nearby (unless you want all your gear to go bolting into the night). Instinct: to flee danger
- Climb an impossibly steep surface
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Carnivorous Lichen Solitary, Tiny, Amorphous Acid secretion (d10-2 damage) 19 HP 1 armor Hand, Ignores Armor Special Qualities: resistant to cold Sleep warily in the Northlands, adventurer! For there is a creature that feasts upon the motionless, dead or alive. It looks much like the lichen that grows on the rocks that sleeps by day and hunts by night. If it clings to you - and it will certainly try - it oozes acid that breaks down metal, flesh, and bone alike. Tearing the beast from your skin is as painful as the beast's acid spittle! It is a tricky beast that seems to be able to sense motion and the heat of the living or recently deceased. Normally, it will feed on carcasses, but when hungry it will prey upon the living despite the peril. Instinct: Feed upon the motionless
- Wait until they're sleeping
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Fenrir, the Great Wolf Solitary, Huge, Divine, Planar, Terrifying Biting & Tearing (b[2d12+9] damage 3 piercing) 30 HP 3 armor Reach, Forceful, Ignores Armor Special Qualities: Gigantic & Terrifying, Agent of Ragnarok The spawn of the god Loki, this great wolf is prophesized to one day swallow the moon and devour Odin, the All-Father of the gods. Immortal and nearly unstoppable until the end of the world, it can only be contained by divine means and only at great cost. Instinct: To Devour the Gods and Destroy the World
- Devours All Before It
- Cannot Be Contained by Mortal Bonds