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  • Bandit Horde, Stealthy, Hoarder
    short sword, stabbing/slashing (w[2d4] damage) 5 HP 1 armor
    Close

    Basic bandit to defend the headmaster Instinct: listen to their headmaster

    • attack opposition
    • exposing itself to let an ally gain advantage
    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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  • Bandit headmaster Solitary, Divine, Magical, Intelligent, Hoarder
    Longsword [2D10+3] damage ignores armor) 35 HP 3 armor
    Close, Near
    Special Qualities: rage at -10 health

    large human with advanced sword wielding skills and red magic energy Instinct: obtain immense power

    • Sword spike [3D6 Aoe] can only be blocked by something or someone
    • Ranged sword slash [D12+D4+1] +1 Piercing
    • Rock slide [D10+D6 falling dmg]
    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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  • White dragon Solitary, Huge, Magical, Stealthy, Intelligent, Cautious, Hoarder
    Bite, Claw, Tail (b[2d12+7] damage 4 piercing) 24 HP 7 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities: Ice breath and flight

    Instinct: To hoard

    • Overtake a location, claim it as its own
    • Lies, deciet
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  • Nurikabe Test Solitary, Huge, Magical, Stealthy, Devious
    Ghostly Lick (w[2d8-3] damage) 24 HP 6 armor
    Reach, Ignores Armor

    You exit the bar and are stumbling through familiar streets when suddenly you run into....nothing? It seems as if your path is blocked by an invisible wall. You try going around, but it doesn't seem to end. You consider climbing over, but decide that's ill advised. You start feeling a bit confused, disoriented, and are about to wander off when suddenly you remember an old story your grandmother used to tell. You pick up a stick and tap on the bottom left part of the wall. Suddenly, a huge dog-faced wall-like creature materializes in front of you. It gives you a happy look before turning, and disappearing. Likely off to find someone else to solve it's puzzle. In the morning, no one believes your tale, brushing it off as a drunken vision. Instinct: To cause mischief

    • Blocks the paths of travelers at night
    • Invisibility
    • Teleportation
    • Causes travelers to become lost, confused, and disoriented the longer they struggle to get past
    • Disappears when it's lower left corner is tapped
    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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  • Cursed werewolf Solitary, Large, Intelligent, Terrifying
    Iron claws of the cursed beast (b[2d10+4] damage 2 piercing) 24 HP 1 armor
    Forceful
    Special Qualities: The wretched form of the curse

    The cursed beast, as it is known among the local populace, was once a hunter, young and hurried to prove its worth. The transformation came about when he and his companions hunted a weid and quite extraordinary silver fox, a creature of great magic and beholden to the heart of the forest which laid a silent curse on the hunter that dealt the finishing blow. Instinct: To consume the betrayers

    • Spur the wildlings into frenzy to enact its vengeance
    • Terrified the mortals with its howls
    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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  • Jimminy der Alchimist Solitary, Stealthy, Intelligent
    Wissenschaft! (d10 damage 2 piercing) 12 HP 1 armor
    Close, Near

    Instinct: Seine Wissenschaftlichen Forschungen ausprobieren

    • Trank experiment
    • Totstellen
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  • Witch Hunter Group, Magical, Intelligent
    Blessed Broadsword (b[2d8+2] damage 1 piercing) 10 HP 4 armor
    Close

    Hunters, the common slang for Witch Hunters, are assembled by large cities with active religious communities. These Hunters, often ex-Paladins or fighters, are chosen by priests and lords to go through the "enlightening" process in order to gain the abilities to sense dark magic and rebuke its effects. Many Hunters die in the enlightening process meaning that the surviving Hunters are deadly and resilient. Instinct: To kill without mercy

    • Hunt wizards and druids
    • Rebuke magical spells
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  • Bandy Group, Intelligent, Hoarder
    Pistol (b[2d8] damage) 6 HP 1 armor
    Close, Far

    Instinct: to be rich

    • Rob
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  • Mountain Golem Solitary, Huge, Construct, Amorphous
    Boulder fists (d10+5 damage) 31 HP 4 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Power crystals that give it life

    Hard stone moving as a construct large as a building, this golem’s only weakness is its speed and the eight or so power crystals that power its Instinct: To protect its creator

    • Tectonic slam
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  • Cultist Zealot Group, Stealthy, Divine, Devious, Intelligent
    Dagger (d4+2 damage) 10 HP 0 armor
    Close, Reach

    The Cultist Zealot has a single motivation: to perform his ritual completely. He will not balk to sacrifice any number of thrall or cultist acolytes in this pursuit. He'll even forfeit his own life once the ritual is complete. His devotion to chaos and destruction is singular. It is stronger than your will, your incentives, your desires. All will crumble before the dark visage of his master. So don't wait around to find out what happens when he utters that final syllable. Instinct: To usher in new ear of chaos

    • Perform Rite
    • Hidden dagger
    • Summoning Ritual
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