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Devil Binder Group, Magical, Devious Gout of Hell fire (d6 damage) 6 HP 0 armor Close, Near He has long studied and dabbled in the powers of hell and now serves them and himself by summoning devils for those that can pay his fee. He doesn't reveal that they must pay the devil's fee as well. Instinct: bring forth the powers of hell
- Summon a devil
- Conjure a stinking cloud of sulfur smoke
- Imp familiar
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Fungal Zombie Horde, Small, Devious, Amorphous fist (d4 damage) 6 HP 1 armor Close Instinct: spread spores
- serve the sporious master
- infect with spores
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Gate Guard Group Pike (d6 damage) 6 HP 1 armor Close, Reach The quality and morality of the guards vary, but in general, they want to complete their shifts with as little hassle as possible. Instinct: Have an uneventful shift
- Stymie intruders
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Black Endoguard Group, Intelligent Sharp Sword (b[2d8] damage) 10 HP 3 armor Close They march as a show of force for the Archpriest and will instantly inflict violence at his command or to protect him. Instinct: To protect the Archpriest
- Challenge threats to the Archpriest
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Sporious Master Solitary, Small, Magical, Devious, Intelligent, Amorphous psychic strike (d6 damage) 8 HP 1 armor Near, Ignores Armor Special Qualities: Looks like fungal growth Sporious Masters are intelligent but insane fungal beings banished in a forgotten time to the underworld that control others via a combination of spore infection and psychic powers Instinct: Control the actions of others
- infect with spores
- read thoughts
- mentally confuse and control
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Giant PIke Solitary, Large Bite (d10 damage) 10 HP 1 armor Special Qualities: swims like a fish a ten foot long pike Instinct: snatch prey by surprise
- Hide in the water
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The Giant Solitary, Huge, Terrifying Crushing grp (d8+5) damage) 16 HP 3 armor Reach, Forceful Special Qualities: can deform its body to fit anywhere A giant with cartilage for bones, once aware will pursue the party and try to eat them. Once grabbed the creature twist and pulls you 10+ you slip from its grasp 7-9 you either Fall out of its grasp but take damage -ignore armor Avoid the twisting but stay in its grasp 6- it twists you (does damage)-ignores armor and puts you in its mouth in its mouth 10+ you fight your way out 7-9 you avoid being bitten but are swallowed whole 6- it chews you -damage with advantage. Instinct: creepily pursue intruders
- crush, twist and eat people
- use tight spaces against the party
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The Beast Solitary, Large, Devious Oversized Claws (b[2d8+4] damage 2 piercing) 16 HP 2 armor Forceful Special Qualities: Resists Magic "A nightmarish conglomeration of shaggy beast and cold reptile. The stench of decaying meat, blood and disease oozes from its flowing mass." Its magical nature has it shift and size and dimesons to confuse opponents and fit into different spaces. It rends with oversize claws and sharp teeth. It has a long bony tail that stuns those that try and sneak up on it. From "The North Road" by Questgivers. Instinct: To Destroy
- Ooze slippery green slime
- Stunning tail
- Sickening stench
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Blight Bugs Horde, Devious raking claws and biting mandibles (d4 damage) 4 HP 2 armor Close The blight bugs infest the trees of the Southwood with their eggs where they grow into giant insect menaces under the command of the hags. To attack a blight bug-infested in a tree roll 2d6+attack stat. As the normal move plus 10+ all the damage goes to the blight bug. 7-9 the tree and the blight bug both take the damage. 6=thre tree takes all the damage. Instinct: to overun the forest
- infest the trees of southwood
- shreads leather armor
- adheres to opponents