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Joined Shadow-Druid Solitary, Magical, Devious, Intelligent, Planar, Terrifying Virulent bolt/claw (b[2d8+2] damage) 20 HP 6 armor Close, Forceful, Ignores Armor, Near, Far Special Qualities: It stinks horrendously A fully joined member of the Shadow-Druids...or at least, what's left of them. Instinct: To bring death and decay
- Infect, suborn, consume
- Spells of shade and foulness
- The spores, the spores, the spores will tell
- The Shadow-Fungus lives, even if the body dies
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Shadow-Druid Warrior Initiate Group, Magical, Stealthy, Organized, Intelligent, Hoarder Bite or Thorn-Bolt (b[2d8+4] damage 1 piercing) 10 HP 4 armor Close, Forceful Special Qualities: Can escape through the earth The new Warrior initiates of the Shadow-Druids have learned that war is an art form that must be learned. That makes them dangerous. It also makes them vulnerable--because they want to observe, not just fight. They are also far more willing to run away. Instinct: Hoard valuables
- Ambush and Steal
- Burrows up from beneath
- Druid magic twisted by shadow
- They're learning tactics and strategy
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Paradog Horde, Small, Stealthy, Planar, Terrifying Paradog's Bite (d8+2 damage) 7 HP 2 armor Close Special Qualities: Each body is a horrid, misshapen amalgam Paradogs? Oh they're nasty things all right. No no, not "paradox", that's singular. Paradogs. Paradox-dogs. They're broken pieces of time, and time don't like being broken, no sir. They'll rip you to pieces and then make those pieces go back into you--painfully. Three heads, one head, no heads, they got it all. Where do they live? Boyo, they ain't living, but you'll find 'em crawling around wherever reality's knackered. Damnedest thing though, you CAN kill one--by bringin' it to life, y'see. It weren't ever alive, so it ain't got the chance to die. You 'heal' that disgusting mass, tho', and you got yourself a quick trip to body breakdown. Instinct: Unmake, unmend, unleash, fuse
- Rip and tear at reality
- It truly is in two places at once
- Can only be permanently slain by being healed
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Katima's Power Solitary, Magical, Stealthy, Devious, Intelligent Magic Missile (b[2d8] damage) 16 HP 4 armor Close, Ignores Armor, Far Katima has been divided in three. The party has the aid of Mind and Hope; now they must face Power. Coursing with elemental magic and possessed of little in the way of self-control or reflection, Power is dangerous and mighty--but fragile. Instinct: Recklessly employ magic
- Pour out magic power like water
- Teleporting herself away, or another into, danger
- Elemental magic courses through her
- Her magic destabilizes structure--including anatomy
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Dreamlord Anzagar Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Construct, Amorphous Dreamlash (d10+3 damage 1 piercing) 29 HP 6 armor Ignores Armor, Near Special Qualities: The Censer is its true body; so long as the censer exists, it cannot truly die;, As it was born from absorbing others, it may be wounded by separating them; Al-Qabus. High Yawatim. Anzagar. Shay al-Qawm. Hulum. It has many names, for it tastes the dreams of mortal and noble-genie alike. Sustained for over a thousand years on the spirits of the few who could not escape the Sky-Palace, its true goal is simple: Become fully real, and escape with its Dream-Censer, to found its own court where dream and reality blur until they cannot be separated. But it needs power. The King and Queen it consumed simply gave it the ability to manifest on its own; it must merge with a being of sufficient power to truly live. And now it has a captive noble genie...and will do anything to secure its position, tell any lie, kill any opponent, despoil any place necessary to succeed. Anzagar may not be of genie blood, but it has a genie's ambition...and none of the restraint. Instinct: To absorb minds and power
- Weave dreams into deceptions and deceptions into dreams
- Stealing thought, memory, and dream to disguise itself
- Illusions and consumption are its magic
- Every strike can steal memories--or implant them
- It can see the true natures of things and glimpse past and future
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Enhanced Choker Group, Small, Stealthy, Amorphous Elastic grasp (d10+2 damage 1 piercing) 17 HP 4 armor Close, Reach Special Qualities: Cartilage "bones", extreme speed An ordinary choker is already bad enough--a nasty thing of cartilage and sinew and starfish-hands covered in needles. But the Burning Eye shapes its servants to its wicked will, and grants them greater power in exchange for devotion. These chokers can slip from shadow to shadow without passing through the light they abhor, and have some limited magical prowess in addition to their speed and durability. Their speed and agility is even further enhanced, to outright supernatural levels. Don't fight them without a plan...or at least without some expendable targets, since they only really care about their next meal if the Burning Eye has not cast its gaze upon them. Instinct: To eat flesh and spurn light
- Squeeze out the breath of life
- Shadow-walking to flank prey
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Si'Lat Solitary, Magical, Stealthy, Devious, Intelligent, Terrifying, Amorphous Whip of claws and sinew (d8+2 damage 2 piercing) 23 HP 5 armor Close, Forceful, Reach, Near Special Qualities: Stretch its grotesque flesh, Disturbing changes of shape Ah, the Si'lat. Beautifully horrible, and horribly beautiful when it chooses to be. Some call them "hags", but their natural form is grey and pink and looks more like a crude doll than a person. Beware--they don't just borrow, they steal. Faces, voices, memories, emotions. Even if you survive fighting with one, you may lose part of yourself...and even if you don't, they delight in leaving scars of heart and soul that healing cannot touch. And, whatever you do...don't let one into your life, if you can help it. Instinct: Usurp and subvert
- Steal a mortal's face and voice
- Prey on the memories of those who look into its eyes
- It can flee with part of you in tow
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Phaerimm Chaos-Binder Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar Bolts of light, fire, and glass (b[2d10+7] damage) 30 HP 6 armor Reach, Ignores Armor, Far Special Qualities: Consuming things of magic An evil, four-armed windsock. That's the best way to describe these abominations. Cone-shaped, with a giant round mouth on the flat end. How they see anything is anyone's guess. Powerfully magical and extremely alien, phaerimm ("Fehrihmm" in the tongue of the Tarrakhuna) are unfortunately understandable only in the sense that they delight in inflicting pain and suffering on others. But we're in luck; their love of inflicting pain applies to others of their kind as much as to mortal-kin, which makes "society" very difficult for them. Few ever leave their prison deep within the under-earth, and those only with the help of others, usually binding them to service (as you can never trust their words). Instinct: To bend reality
- Twist the powers of the earth to its will
- Its magic never does only what you see
- Evocations, illusions, and compulsions
- Pain that lingers brings it joy
- The things of the underearth heed its call
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Serpent's Eye Alchemist Group, Stealthy, Magical, Devious, Intelligent, Hoarder Alchemical grenade (d6+2 damage 2 piercing) 14 HP 3 armor Close, Forceful, Near Alchemists working for the Serpent's Eye, trusted with the secrets of how to make the dragon-blood "steroids". You don't have to be crazy to be one of them....but it certainly helps. That they've been partially transformed also helps. Clearly fond of experimenting, and adventurers make great test subjects. Instinct: Dissolve the bonds and barriers of society
- Concoct alchemical solutions...and alchemical problems.
- Grenades can blind or bind as well as blow up
- Alchemy solves EVERYTHING!!!
- Acid and fire that linger on armor and skin
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Half-Transformed Thug Group, Organized, Intelligent Brutal punches and stabs (d8+2 damage 1 piercing) 10 HP 4 armor Close, Forceful Special Qualities: Immune to acid and can use acid to augment attack Gang-bangers, but these ones have more than just muscles for brains. They've got alchemy coursing through their veins, black dragon ichor and steroids and who knows what else. It's already changing them, and they probably don't even realize--or if they do, they like it. Watch out, if you catch them in an alchemy lab. A lot of the stuff in there is nasty as hell...and they're immune to it. Instinct: Obey gang orders
- Thrash and throw without care
- Double team for double fun