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  • Abbreviation Group, Small, Stealthy, Organized
    claw (d10+2 damage) 10 HP 1 armor
    Close, Near

    Instinct: feed

    • poison and wait
    • Pack instinct - it lets out a low growl that increases in pitch until inaudible on a 7+ roll 1-3 more will appear
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  • Dice Mimic Horde, Tiny, Stealthy, Amorphous
    Nibble: Bite the hand that rolls it (d4-2 damage) 6 HP 4 armor
    Hand
    Special Qualities: Perfect Camo: The Mimic is indistiguishable from a regular dice until it attacks

    "Oh look someone was playing DnD!" For shame, first of all they were playing the best game, Dungeon World, and thats why there are so many d6's. Second they weren't playing, they were getting played, by a bunch of tiny mimics with even tinier razor sharp teeth. Hope your sword is more useful than that poor guys pencil. Instinct: To Awaken at the worst possible moment

    • Its Getting Dicey: Just when you thought rolling snake eyes was bad enough, the eyes blinked.
    • Nat 1: When you roll the mimic, if you land on a three or lower it grows a set of insect legs and reveals it mandibles
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  • Scarlet Snakes of Elorash Solitary, Large, Magical, Devious, Planar
    Constricting coils, burning venom (d8+2 damage) 20 HP 2 armor

    A spell known to sorcerers who've studied the burning realm of Elorash! The victim's body erupts into red snakes, entrails turning into swarming vipers! Instinct: To devour

    • Endless growth
    • Hypnotic gaze
    • The venom turns flesh to snakes
    • It burns with the unholy rage of Elorash
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Snake Infested Armor Group, Stealthy, Amorphous
    Pikes and armored fists (d8 damage) 9 HP 4 armor
    Close, Reach

    The servants of the Smiling God. Swarms of green snakes move plate armor like puppets, making a mockery of chivalry and honor. Instinct:

    • Defend Castle Vinfell
    • Venomous Snake
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  • Crocodile Group
    Bite (d8+2 damage 1 piercing) 6 HP 1 armor
    Close, Forceful

    Crocodile Instinct: Food

    • attack
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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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  • Stormcaller Group, Magical, Devious, Intelligent
    Transmutation ritual (d6 damage) 6 HP 0 armor
    Close, Ignores Armor, Near

    The elite guard of High Mage Oleander, they do his bidding unquestioningly. Wearing plague-masks for uniformity and intimidation, they protect the secrets of the state and serve as its vanguard and secret police Instinct: to enforce the high-mage's will and power

    • Cast arcane spells in service to the High Mage
    • Weave uncanny spells of power
    • Transform their foe into a humanoid animal servant
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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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  • Krazrak Group, Magical, Planar
    Ice shard (d8+2 damage) 6 HP 4 armor
    Close

    A Krazrak is a crimson ice elemental that spreads through living bodies like a mind-controlling fungus. Its frost creeps beneath the skin in branching red crystals, freezing thought and replacing the victim’s will with its own. Those fully claimed become cold, obedient vessels, exhaling scarlet mist as they carry the Krazrak’s infection into warmer lands. Instinct: To spread red ice

    • Drain their experience
    • Freeze them in place
    • Rewrite their memory
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  • Kevllarma Horde, Large, Magical, Organized, Intelligent
    Gob of Spit (b[2d6] damage 1 piercing) 7 HP 4 armor
    Near
    Special Qualities: Bulletproof Wool

    The Kevllarma is what would otherwise be a naturally occurring llama in a world where even fur can be affected by intense magical energies. Instinct: protect the herd

    • Be stubborn
    • circle up
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