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  • Follower of Tsah Group, Divine, Devious, Intelligent
    Bare hands in a frenzy (d6+2 damage) 10 HP 0 armor
    Close

    The followers of Tsah worship the snake god on the tunnels of a small mountain. They often beat their drums to call up a fog then surrounding the mountain and also the beast of Tsah, an enormous whirling mass of long snakes attacking from the fog like tentacles. The followers usually wear simple, white clothes and are very slender. They don't own much other great and don't eat or drink. They just pray and worship their god and he sustains them via Divine means. Instinct: Pray to Tsah

    • Best the drums and call the fog
    • Awaken the fog and it's beast
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  • Dwarf pirate Horde, Stealthy, Organized, Intelligent
    Enter knife, hook hand or crossbow (d6 damage) 3 HP 1 armor
    Close

    A group of dwarves has taken up piracy. They are a vicious lot and don't care much for dwarven habits like loyalty and honor. They plunder, they steal, they torch and don't care much for their victims. But they care for drinking, fighting and carousing. And where there's one, there are always more. The dwarves look unkempt, even for any dwarf standard. They have filthy hair or are shaved bald. All sport some kind of beard, but not the elaborate ones dwarves usually have. They are mostly shaggy. They wear some light armor, enter knives or other small blades and a light crossbow. Some have hooks for a hand which they use for disarming opponents. Some also are using gulps of rum to spit flaming blasts or they outright throw burning bottles at they enemies. Instinct: Plunder and torch

    • Drink some rum and spit s blast of fire
    • Fight dirty
    • Ring the ship bell
    • Throw a burning bottle of rum
    • Disarm with hand hook
    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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  • Uruk Warmaster Solitary, Devious, Intelligent
    Horn bow (b[2d8] damage 1 piercing) 16 HP 3 armor
    Close, Far

    Usually commanding the troops from the backline it will also try to pick off isolated foes with its bow. Still capable of close combat if needed. Instinct: Eliminate does of the Empire

    • Command the troops
    • Call in reinforcements
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  • Uruk foot soldier Horde, Organized, Intelligent, Cautious
    Flachion (d6+4 damage) 7 HP 6 armor
    Close, Forceful

    Heavy infantry of the Uruk empire Instinct: Follow orders of the Uruk lord

    • Fight in formation
    • Call up berserkers
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  • Uruk Berserker Group
    Great sword (d8+4 damage 1 piercing) 10 HP 0 armor
    Close, Forceful, Reach, Near

    Need for one purpose, to destroy the relms of men. Instinct: Smash kill gore

    • Ignore a mortal wound
    • Clear the immediate area of foes
    • Go into a berserk rage
    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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  • Ravening Farworms Group, Tiny, Stealthy, Planar, Terrifying
    Acidic bite (d6-2 damage) 6 HP 0 armor
    Hand, Ignores Armor
    Special Qualities: Inconstant location

    Lesser creatures from planes best left undiscovered. Although they can feed and reproduce fine within their native realm, when cast adrift beyond they need biological matter to do so - it does not matter if it is alive or dead - but living tissue lasts longer for their purposes. Lately there have been more and more infestations of these creatures, but what that means exactly is unclear. Instinct: To Feed

    • Inject paralytic venom
    • Burst from dead (or far-warped) flesh
    • Implant its eggs into biological material
    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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  • Kaorti Hunterthrall Skirmisher Group, Stealthy, Intelligent, Planar, Terrifying
    Far-warped javelins and other projectiles (b[2d8] damage 1 piercing) 6 HP 2 armor
    Close, Reach, Near
    Special Qualities: Horrifying true form

    The Kaorti make thralls for a specific purpose, hunterthralls are no different, usually used on escaped prisoners - but any prey in a sufficiently wild area will suffice. In harsher times they are used as killers, able to dispatch foes or otherwise frustrate them. Although they would prefer to act within the Kaorti cysts where they can tap into the latent energies of those places to better use the tools that they have, they are granted the luxury of being able to store these energies somewhat in their very beings - something that can be vented violently if necessary. Instinct: To hunt and subdue (or kill)

    • Mystically subdue an opponent
    • Reveal a pre-placed trap
    • Explosively vent stored far energies
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  • Two-headed Basilisk Solitary, Hoarder
    Bite (d10 damage) 12 HP 2 armor
    Close
    Special Qualities: Two-headed, wall-crawling

    ## Sweeping Gaze: When the monster first draws the attention of unwary delvers, everyone must roll+LUC. Then go around the table, in order of highest roll to lowest. ✴On a 7+, you avoid catching the monster's gaze. ✴On a 10+, you also distract it momentarily: Pick one ally whose fate is undetermined, and say how you divert the monster's gaze from them. ✴On a miss, the creature arrests you in its stare. ## Stare: When you meet the monster's gaze, you feel your flesh freezing into stony crust. Burn 2d4 Dexterity and roll+CON. ✴On a 7+, you free yourself from the monster's stare. ✴On a 7–9, your body stiffens and your mind becomes sluggish: make your next roll with disadvantage. When the monster's stare reduces your Dexterity to 2 or less, you are immobilized and rooted to the spot. When it reduces your Dexterity to zero, you are petrified through and through. Instinct: To turn interesting creatures into memories.

    • Draw their attention with a dissonant, chirruping song (see Sweeping Gaze)
    • Capture one or two of them in a petrifying Stare
    • Grab an enemy with long, sticky frog tongue with long starfish-like branches at the end
    • Retreat into a maze of stalactites or statues
    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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  • Kolaghan mother of lightning, great ruin Solitary, Huge, Magical, Divine, Organized, Intelligent, Terrifying
    terrible claws and evokes lightning. (d12+9 damage 2 piercing) 20 HP 4 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities: acestral terror, steel scales and teeth

    Among the oldest living dragons known. From the top of the food chain, few beings are able to hurt and face it. In possession of an unparalleled strength is able to manipulate the energy of lightning at will and without limits. Instinct: to dominate

    • breath of lightning and indestructible claws
    • manipulates the energy of the heavens
    • obey me slaves!
    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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  • Kolaghan mother of lightning, great ruin Solitary, Huge, Magical, Divine, Organized, Intelligent, Terrifying
    terrible claws and evokes lightning. (d12+9 damage 2 piercing) 20 HP 4 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities: acestral terror

    Among the oldest living dragons known. From the top of the food chain, few beings are able to hurt and face it. In possession of an unparalleled strength is able to manipulate the energy of lightning at will and without limits. Instinct: to dominate

    • breath of lightning and indestructible clawsbreath of lightning and indestructible claws
    • manipulates the energy of the heavens
    • obey me slaves!
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