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Arachnodroids of Gnomington Horde, Tiny, Organized, Hoarder, Construct, Amorphous Electrified mandibles (d6 damage) 6 HP 3 armor Hand Special Qualities: Wall-crawling, Summoned by alarms Instinct: to defend it's territory
- Swarm intruders
- Overwhelm a single opponent
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The Bearstuck of White Group, Organized, Intelligent, Cautious Beaten metal warhammer (b[2d8] damage 1 piercing) 10 HP 2 armor Close No-one knows why the Gnomes were forced from their mountain homes, but some say it was the ferocious Bear-men clans from the polar seas. These warriors are what happens when the monsters turn their hand to "monster hunting" - they scour the world in search of the greatest threats to monster-dom. In this case, they did what no other race managed - they discovered the secret lairs of the Gnomes. The gnomes have fled, hiding in plain sight among the "civilised" races, but the bears are patient hunters and willing to bide their time. Instinct: to crave glory
- Defeat a "monster" in glorious battle
- Surround and disable an opponent
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Terronok, the Ur-Trogg Solitary, Large, Organized Bony club (d12+4 damage) 20 HP 1 armor Forceful, Reach No-one knows why the Gnomes were forced from their mountain homes, but some say it was the work of the Ur-Trogg. A savant among neanderthals, it was the shame of being brought low by such a primitive creature that has kept the gnomes' reason for their exodus such a tightly-guarded secret. Now they are making efforts to retake their land by building more ironclads and weapons - it remains to be seen if it'll be enough. Instinct: to eat
- Club a foe senseless
- Brutally shout for more of it's kind
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Forest Witch Group, Stealthy, Divine, Magical, Devious, Intelligent, Hoarder Raking iron claws (d6+4 damage 1 piercing) 6 HP 1 armor Close Upon our moors of Witch Country, Another hero comes, you see? Toil, toil, bubble and strife! Another one will lose their life! Instinct: to ensnare the weak
- Concoct a foul experiment, ritual, or potion
- Evade capture (by broomstick, giant pestle & mortar, house on chicken-legs etc.)
- Bring a curse upon the people
- Unleash a terrible doom
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Cellar-dweller Solitary, Magical, Stealthy, Devious, Intelligent, Cautious, Hoarder, Terrifying Thornbrush lash (b[2d8+2] damage 2 piercing) 12 HP 5 armor Close, Near Special Qualities: Reveal itself when they least expect it They call the fields of Oskabad by night "Witch Country" for a reason, you know. Many is the weary traveller who thanked their gods for finding an abandoned barn or hovel to shelter from the wind and storms. But that knocking drove them mad in the night, you see? They couldn't let it lie. So of course they picked the padlock open. Of course they ignored the notes, scrawled in blood. And now their soul, once so fresh, is trapped in the cellar with all the others. Instinct: Lurk in cursed places
- Lash out at trespassers
- Scuttle about between and below the walls
- Curse the trees
- Corrupt the land it inhabits
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The Beastlord of Oskabad Solitary, Divine, Intelligent, Cautious, Hoarder Bone-sword (b[2d10+6] damage 1 piercing) 16 HP 3 armor Close, Forceful The greatest of the beasts, the boldest and most foul. The ambition of the worst kind of man, the savagery of the worst kind of beast. The ur-example of beast kind. Stop him, before all Oskabad is lost. Instinct: To reign over the weak
- Use tactics like man
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Oskabad Shaman Group, Stealthy, Magical, Organized, Intelligent Skull-topped staff (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Near Usually, only one shaman of power would be born in a generation - a grave threat in itself, but manageable. This generation, there have been dozens. The templars of Mirkasa have been unable to destroy them all, and in the darkness of the forests they have gathered their strength and are finally ready to strike. Instinct: To see the lands of men destroyed
- Drive the hordes onward
- Hide within a larger horde
- Breathe gouts of unholy fire
- Disappear into the herd
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Oskabad Great Taur Group, Large Crude great-ax (d8+2 damage) 14 HP 1 armor Forceful, Reach, Near Savage cousins of the lords of Altai Keep, these minotaurs want nothing more than to gore and dispatch the enemy. Instinct: to drive apart
- Fly into a rage
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Slaves of Oskabad Horde, Intelligent, Cautious Slave-chains (w[2d4] damage) 3 HP 1 armor Close These unfortunates were taken captive in the beast's raids to Nekesti and elsewhere last month. Driven before the rest of the army as cannon fodder, all they want is to get out and get away - often right into the path of their would-be saviours. Instinct: to get away
- Flee into the path of danger
- Get sacrificed
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Morton Scumble (esq.) Solitary, Cautious, Intelligent Crude crossbow (w[2d8] damage) 12 HP 1 armor Close, Reach, Near, Far “Step right up, friends! Within this caravan (the most honest trading vehicle this side of the vale, I can assure you) I can provide an elixir to cure your most savage ills! The patented cure to Traveller's Nuralsia; freshly picked mandrake root (bulk discounts available); or perhaps a little something to maintain your vigour on the dusty road sir, hmm? All this, and more, at a price most reasonable! Step right up!" Instinct: To sell his product at the best possible profit
- Offer dubious tonics and elixirs
- Put others between himself and danger
- Throw a volatile concoction at the enemy