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The Hollow Man Solitary, Large, Intelligent, Hoarder, Magical Slam (d10+3 damage) 20 HP 2 armor Forceful, Reach, Close Special Qualities: Ceramic The Hollow Man is a spirit which takes the form of a large clay statue, crudely approximating humanoid form. It's mouth and eyes are rough holes that emit a dim blue light, and the front of its torso is an opening into its empty interior. The Hollow Man is formed from a greedy soul, and it pursues material wealth to stock its hoard. The fanciest pieces of the collection will be stored inside its body, while others will be strewn about its lair. Instinct: To grow the hoard
- Obsess over a treasure
- Know its hoard
- Pursue what it wants, smashing through all opposition
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Forest Devil Solitary, Stealthy, Intelligent, Terrifying Claws and fangs (d10+2 damage 1 piercing) 12 HP 0 armor Close Special Qualities: Horrific claws and fangs. The Forest Devil has inch-long, razor sharp claws and teeth like a mouth of broken glass shards. It's patchy coat is a mottled green and brown, and its eyes are black and shiny. The favourite tactic of the Forest Devil is to stalk travelers through the woods by creeping through the tree canopy, and pounce on any target that strays far enough away from the others. Ideally, it kills quickly, and retreats back into the leaf cover with its prize. Instinct: To eat.
- Move stealthily through the tree canopy.
- Attack from above.
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Agram, Zombie Ape God Solitary, Huge, Divine, Hoarder, Terrifying Clobber (b[2d12+7] damage 2 piercing) 30 HP 1 armor Reach, Forceful, Near Special Qualities: Glory decayed, Fears fire Agram is starving and diseased; its hair has gone patchy and its skin has begun to rot—Agram is beyond pain. Its right eye is gone, leaving behind only a black void. Agram fears fire, and is drawn to the sound of the gong. Agram’s bones cannot be harmed. After death, all of Agram’s flesh will dissolve, leaving behind only the immaculate skeleton. Agram attacks with its long arms. Its wrists are as large around as a man’s waist, and it can bodily lift a fighting man with a single hand. Agram will seek to devour anyone it catches. Agram is not good at splitting its attention, and the single eye gives it a large blind-spot. Agram can leave its cave when actively chasing prey, but will always return shortly afterwards. The decay of its form greatly increases if it travels above ground. Instinct: To consume human flesh
- Grab in its giant mitts
- Toss like a rag-doll
- Ignore pain
- Come to the dinner gong
- Chow down
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Leaker Solitary, Tiny, Stealthy, Devious Sneak attack (d10-2 damage) 12 HP 0 armor Hand, Far From the wilds of the far eastern coast it reaches out to the masses through the powers of magic. No one has seen it, but the truths it reveals spread far and wide. Instinct: To expose the truth
- Reveal something
- Post about it online
- Leak something
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Droken Solitary, Huge, Magical, Stealthy, Devious, Planar, Terrifying Surprise (-1 Forward) 0 HP 0 Armor Reach, Ignores Armor, Far Special Qualities: Place of power Dragons were around long before this world. What only a scant few know is that the world was built around them. When a dragon leaves this world, it leaves a dragon-shaped hole. Droken are that hole. Droken do all that dragons do and give every appearance of being a dragon; however, when you get down to it, there's nothing there. While droken pose no threat, they are themselves places of power, illusive placeholders. Instinct: To inspire terror
- Leave the scent of brimstone
- Cast draconic shadows
- Shake the earth with mighty roars
- Blast them with warm air
- Appear to them in reflections
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Hanjo Solitary, Stealthy, Intelligent Deft fists (w[2d12] damage 1 piercing) 12 HP 2 armor Close, Reach Hanjos are the Great Forest's emissaries and nature's pickpockets. Appearing as poor travelers, they are fast talkers with even faster hands. A friendly pat on the back here, a hand shake here, "need a hand with that," and the hanjo has deposited seeds in you pockets, boots, gloves, hair, pack, and even behind your ear. When none are around, they collect seeds and put down roots. Instinct: To seed the Great Forest
- Direct their attention
- Tap the forest floor
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Milk Goblin Group, Small, Stealthy, Hoarder Fistfuls of rocks (w[2d10] damage) 6 HP 0 armor Close, Reach, Far Special Qualities: Big hands for digging You'd think the milk goblins, with their papery white skin, would be easy to spot, cowering among the rows of grain. However, the milk goblins burrow under the fields during the daylight and only emerge at night to steal trinkets and tools and foodstuffs from the locals. Instinct: To scavenge trinkets and tools
- Hide among the tall grass
- Make off with little things
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Chickadon Group, Huge, Organized Giant beak (d8+7 damage 2 piercing) 18 HP 2 armor Reach, Forceful, Near Special Qualities: Dense feathers A knee high chicken pecking at you is an annoyance, a tree high chicken is a terror. As such, the chickadon is something to fear. Its thick blanket of feathers renders all but the largest missiles moot and visions of its massive beak descending are the stuff of nightmares. Its giant talons have been know to knock over small buildings and scratch horses into the ground. When a flock of chickadons threatens a village, those who remain gamble with their very lives. Instinct: To fill its belly
- Lay giant eggs
- Fill the air with clucks
- Scratch with mighty talons
- Raise the dust with their wings
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Slip Solitary, Stealthy, Devious, Intelligent, Hoarder, Terrifying Mouth (w[2d12] damage) 12 HP 0 armor Close Special Qualities: Hinged jaw, Long tongue, Rearangable skeleton The slip is a man but not a man. Its bones and entrails, it can move them. Where our bones fuse, theirs can be unhinged, moved, and resocketed. They can -slip- in or out of most any cage that might hold them, they can enter most any room. ...and what do they want? To reopen old wounds and new ones alike, to lap at the blood that wells there. Obscene mockeries of men, the whole race of them. Instinct: To reopen their wounds
- Stalk the wounded
- Squeeze through the smallest spaces
- Dissolve their skin with enzymes
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Worg Horde, Organized Bite (d6 damage) 3 HP 1 Armor Close As horses are to the civil races, so go the worg to the goblins. Mounts, fierce in battle, ridden by only the bravest and most dangerous, are found and bred in the forest primeval to serve the goblins in their wars on men. The only safe worg is a pup, separated from its mother. If you can find one of these, or make orphans of a litter with a sharp sword, you’ve got what could become a loyal protector or hunting hound in time. Train it well, mind you, for the worg are smart and never quite free of their primal urges. Instinct: To serve
- Carry a rider into battle
- Give its rider an advantage