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Serafina Solitary, Magical, Stealthy, Devious, Organized Daggers (d8 damage 1 piercing) 12 HP 4 armor Close, Near Serafina is a changeling that managed to break away from her predetermined destiny - the call of the Hag. She has a natural charm that makes it hard for people to say no to her, and they often find themselves desperate to please her. She has used this charm to create one of the largest crime empires in the entirety of Threa. Instinct: To lead.
- Call underlings
- Shapeshift
- Create fog
- Doubt
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Temple Acolyte Group, Magical, Intelligent Fist (d6 damage) 6 HP 0 armor Close A temple acolyte. Instinct: To raise the Immortal Emperor
- Worship things
- Mend wounds
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Shadow Lasher Group, Small, Magical, Intelligent, Planar bite (b[2d8] damage 1 piercing) 6 HP 0 armor Close Special Qualities: Shadow form A hound from the realm of shadow, they dwell in ancient ruins, drawn by the power emanating from them. Instinct: to feed, breed, and survive
- Roam the halls of ancient ruins
- Blink to a shadow in sight
- Fade into the shadows
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Acolyte Guard Solitary, Magical, Intelligent, Planar Lightning (b[2d10+2] damage) 12 HP 4 armor Close, Forceful, Ignores Armor, Near Instinct: Defend the castle
- Attack without remorse
- Cast lightning (b[2d8)
- Melt into the floor, then reappear
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Scavenger Leader Horde, Large, Stealthy, Devious, Organized, Intelligent, Hoarder Shortsword, Shortbow (b[2d6] damage) 11 HP 2 armor Near, Far A mountain of a man, he stands nearly 8 feet tall, wearing patchwork Scale Mail. He is an imposing sight, to be sure. Instinct: Rule others, collect stuff.
- Command from a distance
- Plan an ambush
- Create a battleplan
- Call for aid
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Scavengers Horde, Stealthy, Organized, Intelligent, Hoarder (d6 damage) 3 HP 1 armor Hand, Near Covered in tattered leathers. Humanoid, but covered in dirt and mud. Crazed-looking. Often wielding simple daggers and shortbows. Instinct: Collect all the things
- Ambush
- Call for aid
- Appear innocent, then suddenly attack
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Boghopper Horde, Tiny, Stealthy, Organized Lunge and Bite (d6-2 damage) 3 HP 1 armor Hand, Near This native of the Screaming Mire is akin to an enormous cricket with the face of a deep sea anglerfish. These crafty creatures use their ability to produce light and sound to lure prey into range for a brutal ambush. A lone anglerbug finding large prey will signal others to take down and strip the flesh from the unlucky victim.
Instinct: to swarm unsuspecting prey- Lure them in, take them down
- Confuse with light and sound
- Signal the others
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Displacer Beast Group, Large, Magical, Planar, Terrifying Tentacle assault (b[2d8+2] damage) 15 HP 1 armor Reach Special Qualities: Displacment They are constantly appearing a few feet from where they actually are, making them impossible to hit. Their tentacles giving them a advantage of reach - savagely piercing, hooking and ripping flesh. They fear nothing except rumors of giving trolls and giants a wider birth, Displacer Beasts, might be beast - but do not be fooled, animal they might be; but they are evil. Their eyes glow an evil bright green, even after death. Their lairs are littered with the bones, equipment, and the treasures of its victims. Instinct: To hates and attack on sight all forms of life.
- Employ claws
- Take advantage of the night
- Fearomse pounce
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Chupacabra Group, Organized Drains Blood (d8 damage 1 piercing) 6 HP 0 armor Close The chupacabra or chupacabras (Spanish pronunciation: [tʃupaˈkaβɾas], literally "goat-sucker"; from chupar, "to suck", and cabra, "goat") is a legendary creature in the folklore of parts of the Americas.The name comes from the animal's reported habit of attacking and drinking the blood of livestock, especially goats.The most common description of the chupacabra is that of a reptile-like creature, said to have leathery or scaly greenish-gray skin and sharp spines or quills running down its back.It is said to be approximately 3 to 4 feet (0.9 to 1.2 m) high, and stands and hops in a fashion similar to that of a kangaroo. Instinct: Drains blood
- Hunt
- Call the pack
- Ambush prey