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  <EntryCount>12</EntryCount>
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    <Entry>
      <ID>301</ID>
      <DefaultText>Lagufaeth are territorial, four-armed amphibians. Though their thick skin protects them from the cold climate of the White March, they tend to favor hot springs. Lagufaeth are communal wilder with rudimentary weapons but a natural aptitude for magic. They are especially dangerous in the mountains, where storms and snowfall may hide their presence from travelers until it's too late. They can remain under ice for extended periods of time and have been known to surprise unwary fishermen.

A lagufaeth redfin is a dominant, mature lagufaeth. They may be male or female. A lagufaeth that transitions into a redfin develops a reddish-brown tint to its skin and a bony crest atop its head. They are rarely the oldest member of a group, but they are the most aggressive, and they are typically responsible for defending a nest or group. When a lagufaeth redfin loses status, its crest falls off and its skin returns to a shade of blue, green, or purple.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>302</ID>
      <DefaultText>The fate of the dwarves of Durgan's Battery remained a mystery to scholars for two hundred years. What little was known indicated that the dwarves had been divided by a great disagreement among their komendants. They locked the doors of the Battery and never emerged again.

These skeletons are the size of dwarves, and the armor they wear was once of excellent quality, much like the legendary Durgan steel. Unlike most skeletons, they fight in organized battle formations. Their skill and discipline in battle make them formidable foes, as does their sturdy armor.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>303</ID>
      <DefaultText>Like phantoms, wraiths are spirits that have remained behind after an especially violent life or death. Though they appear all over Eora, the passes of the White March - populated as they are with ogres, lagufaeth, bandits, and slavers - propagate them with alarming speed.

Wraiths seek to feed on living essence, and they will attack any kith or wilder nearby. Though seemingly mindless in their aggression, they are clever enough to fragment groups, snatching up and isolating their victims so they can feed upon them one at a time.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>329</ID>
      <DefaultText>Strange Illness</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>330</ID>
      <DefaultText>This is the illness you contracted near the ruins of Cilant Lîs. It is characterized by simultaneous chills and intense flashes of warmth as well as shortness of breath. The caravan master, Odema, identified it as a common illness, the Rumbling Rot, but there's something strange about it. In spite of the symptoms, it doesn't feel like any sickness you've ever had before.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>335</ID>
      <DefaultText>Ground</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>336</ID>
      <DefaultText>Any attack marked as "Ground" is one that affects the ground itself or creates a hazard immediately above it. Spells like Slicken or Tanglefoot are both classified as Ground attacks. Some creatures, especially flying monsters or spirits, are immune to attacks classified as Ground.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>337</ID>
      <DefaultText>Though superficially similar to the cavern-dwelling skuldr, skuldrak are found in colder climes, and typically at much higher altitudes. They boast considerably better eyesight, but are still most effective as scavengers or ambush hunters. While the skin flaps beneath skuldr forelimbs are entirely vestigial at all ages, young skuldrak have fully functional wings. These wings are capable of sustaining their body weight at first, but once skuldrak mature, they can only glide for short periods of time. 

Like their hairless cousins, skuldrak are communal, and nest and raise their young together. Their close-knit communities depend upon such bonds in order to survive the harsh climate.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>338</ID>
      <DefaultText>Enormous and hostile spiders come in a terrifying array of shapes, colors, and sizes throughout the Eastern Reach. Much more aggressive than their tiny kin, these giants actively seek out kith and animal prey. 

Moon spiders are infamous for forming symbiotic relationships with other, typically intelligent species, actively seeking out allies which might further their own survival. In turn, they project an aura which heals and rejuvenates these allies. It is hypothesized that this aura is in fact comprised of minute particles of moon spider venom, which is alleged to be a powerful stimulant. But few moon spider specimens have been captured for study, and even fewer scholars have survived the aftermath.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>339</ID>
      <DefaultText>War dogs are a common enough sight upon the battlefield, though they have never held a particularly large role in the pitched fighting between Dyrwood and Readceran forces. The dogs employed by The Iron Flail hail from a large, sturdy breed common to the Readceran countryside, where they are valued as guardians against wolves and other predators. The Flail's war dogs, of course, have been bred and raised to take on far more formidable opponents.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>340</ID>
      <DefaultText>Spellstamina</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>341</ID>
      <DefaultText>Items with the spellstamina property will automatically trigger the associated effect when the user hits the listed percentage of Endurance.</DefaultText>
      <FemaleText />
    </Entry>
  </Entries>
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