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The Wooden Dead Solitary, Large, Terrifying Wooden claws (d10+4 damage 1 piercing) 24 HP 3 armor Forceful Special Qualities: It wears the tatters of it's old clothing still Instinct: To protect the territory
- Attack Intruders
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Tomberang Group, Tiny Bludgeon (d8-2 damage 1 piercing) 10 HP 1 armor Hand, Far Special Qualities: Darkvision The Tomberang is a strange sort of a golem placed in the Tombs of the Kings of Alcembra. The Tomberang is a cresent-shaped golem of bone of and flesh. It rests in darkness until tomb robbers draw near, then it flies at them with great force, only to disappear into the darkness and wait for another opportunity to attack. Instinct: Smite tomb robbers
- Attack suddenly and retreat
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The Fang of the Shark Group, Divine, Magical, Intelligent, Terrifying Shark-tooth knife (b[2d8+6] damage 2 piercing) 6 HP 1 armor Close, Forceful Special Qualities: Bestial The Fang of the Shark was human once, but the Shark God is generous with its priests, and the high priest most of all. He is covered in the sandpaper texture of sharkskin, with teeth sharpened to vicious points...but the real terror is the horrible shark-fang dagger designed to inflict terrifying pain and, of course, the shark miracles granted to the priest by his connection to his god. The only saving grace is that the Cult of the Shark God is not ambitious; they are perfectly happy to just slaughter those they run into as sacrifices, encourage warfare in the area and so on - nothing huge. Not yet. Instinct: To destroy and consume in honor of the Shark God
- Cause terrible pain
- Call on a shark miracle
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Spectral Minion Solitary, Magical, Stealthy, Intelligent, Planar Spectral weapons (d10 damage) 12 HP 4 armor Close Instinct: To find a way to fulfill their vow
- Haunt a location important to them in life
- Become nearly invisible
- See the letter of their vow fulfilled and depart
- Announce their vow
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Deshnoke Horde, Tiny, Stealthy, Magical, Devious, Intelligent, Hoarder swarming claws and teeth (d8-2 damage) 7 HP 0 armor Hand, Ignores Armor The Deshnoke is a collective mind, made up of a large number of individual rats. Any single rat in the horde is more or less a normal rat, but within it lies the seed of something greater. The more rats with the Deshnoke seed in them gather in an area (about a city block) the more intelligent every rat becomes. And when they hit a critical mass (say 150 rats) they develop a superconciousnes that binds them all into one telepathic overmind. It is in the overmind state that they become Deshnoke -- as smart or smarter than any human, able to read the thoughts of others, and driven by the need to dominate and control the larger races who have historically reduced them to the role of filth and scavengers. The Deshnoke will gather their secrets, steal their valuable, enslave weak minds and then use this power to rule from the shadows. Instinct: To control from the shadows
- Watch and plots, gather information and secrets
- Play dead (leave enough bodies to convince stupid people that you have been overcome)
- Overwhelm the mind with the chattering voice of the multitude
- Hear the thoughts of mortal races
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Aghar (Gully Dwarf) Horde, Small, Hoarder Crude Weapons (2d6 choose lowest) 3 HP 0 armor Close Instinct: Do anything, no matter how mean, to survive.
- Surrender
- Blurt out a fact about the surrounding area
- Scatter
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Lava Lady Group, Intelligent, Planar, Amorphous Burn (b[2d10] damage) 13 HP 1 armor Close, Ignores Armor Special Qualities: Made of lava The Lava Ladies of the Burning Sea are wholly molten beings shaped (very) roughly like human women. They long for the splendor of the old days, when people gave volcanoes due respect. Instinct: Restore the glory of Fire
- Slither out of trouble
- Merge with lava or flame
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Boy Group, Small, Stealthy, Intelligent, Hoarder Slingshot (d4 damage) 4 HP 0 armor Close, Near This is a small boy. Individually he is weak, but when he runs in packs he can be dangerous. Watch out! He kicks, throws rocks, and shoots his slingshot. Instinct: To have fun, mostly by breaking stuff
- Throw small rocks
- Kick you in the shins
- Fire slingshot
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Liar Group, Small, Devious, Magical Tongue Lash (d8 damage) 6 HP 0 armor Close, Ignores Armor Special Qualities: Poisonous The Liar is a nasty critter born from dishonest spirits. The body of the Liar is a lumpy sphere fronted with a disturbingly human mouth. It has four arms terminating in stumpy hands, which it uses to climb trees and walls. The main threat is its tongue, which is prehensile, poisonous, and barbed. Surface exposure to the poison causes an irritating swollen rash, but too much exposure around the neck and face can cause suffocation when your airways shut. If you get away alive after being exposed to much of the poison, that larger dose does some nasty things to your brain. Auditory hallucinations, mostly, but potentially leading to murderous paranoia. The first lie the poisoned victim will tell is denying that they've been poisoned. Luckily, the main ingredient in the antidote can be found in a gland inside the Liar. Trying to administer the cure to someone who is convinced you're trying to murder them might be tricky. Instinct: To prey
- Perfectly imitate a voice
- Apply your Liar's Venom
- Ensare with your tongue
- Climb up and out of sight
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Skirr Solitary, Large, Devious, Hoarder, Construct Diving attacks (d10+2 damage 3 piercing) 20 HP 3 armor Special Qualities: Mummified, Undead From a distance, it appears as a vulture, slowly circling and closing the distance. But it is so much bigger than it appears... once it closes, its size becomes apparent and the skeletal remains of this horrifying creature descends on the unwary traveler with the whistling approach of a bomb, as its talons rend flesh, bone, and metal alike. Instinct: To hunt prey across the valley
- Dive into unwitting prey
- Drop beings from deadly heights
- Circle ominously
- Nest in the highlands