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  • Lightning Ankheg Group, Large
    lightning mandibles (d8 damage) 10 HP 3 armor
    Ignores Armor
    Special Qualities: made of lightning

    A horse-sized ant, made of lightning. Do not engage. Instinct: to protect the colony

    • burrow to surprise prey
    • ball lightning speed
    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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  • Chaos Troll Solitary, Large, Amorphous
    wriggling flesh (d10+2 damage) 23 HP 1 armor
    Reach
    Special Qualities: pieces will reform unless hurt by fire, acid, or radiation

    Chaos Troll is poor evocation of this mound of amorphous flesh. Like a troll, it regenerates damage quickly. Unlike a troll, it has no head or permanent limbs. It sprouts a multitude of corrupted limbs when trying to consume something. Once it has a body, live or dead, in its grasp, it will try to envelope the body and incorporate its essence. Instinct: to mindlessly consume

    • incorporate flesh
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  • Kaorti Bagthrall Solitary, Large, Stealthy, Magical, Intelligent, Construct
    Mighty fists (d10+2 damage) 20 HP 1 armor
    Forceful, Reach
    Special Qualities: Uncanny senses, Unshakeable Grip

    Made from ogre stock and similar, these tall creatures are surprisingly stealthy, clad in bare robes they blend into urban environments as vagrants and beggars, snatching up the unsuspecting and dragging them off to be transformed or enthralled. Never a pleasant fate. Instinct: To capture

    • Kidnap victims in unbreakable bags
    • Move through hidden ways
    • Conjure magical chains
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  • Assassin of the inner Circle Solitary, Stealthy, Organized, Intelligent
    Shadow Blade, Petal Shuriken (b[2d10] damage 1 piercing) 12 HP 0 armor
    Close, Near

    Little is known about these warriors that travel the shadows like hungry beasts travel the sea. Bound by blood, they are sworn to free the unfortunate soul that is their victim from it's earthly vessel. Instinct: To fulfill the blood contract

    • Track a target
    • Vanish while attacked
    • Contact the network
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  • Guardian of the White Forest Solitary, Huge, Magical, Divine, Organized
    Colossal Wooden Spear (w[2d10+5] damage 2 piercing) 22 HP 4 armor
    Reach, Forceful

    The Guardian is a towering beast of human shape, made completely of bleached white wood, giving it a skeletal appearance. His eye sockets are hollow and small red or purple flames flicker out of them when he is enraged. He punishes those who act against the laws of the forest and take more than they need, or forget to pay the proper respect. When violence is necessary, the Guardian tries to maim rather than to kill. Instinct: To keep the peace in the forest

    • Punish troublemakers
    • Alarm wildlife with a hollow, otherworldly call
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  • Wig-Wig Horde, Tiny, Stealthy
    Sharp teeth (d6-2 damage) 3 HP 0 armor
    Hand

    Wig-wigs are small, orange, fluffy creatures with terrible ferocity. They hunt in packs of 10 to 30 and catch their prey by overwhelming them. They devour every scrap of their prey, leaving no evidence of their kill behind. Wig-Wigs are scared of fire, because their fur burns well and they cannot swim. Source (edited): https://theedgechronicles.fandom.com/wiki/Wig-wigs Instinct: To consume every bit of it's prey

    • Swarm and devour without leaving a body behind
    • Pretend to be a harmless furball
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  • Me Solitary, Large, Divine
    tears (d12+2 damage) 18 HP 0 armor
    Forceful, Reach, Ignores Armor

    Instinct: Be Sad

    • Cry Aggressively
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  • Foreclaimer Depowered Solitary, Intelligent, Hoarder
    bare knuckle (d12 damage 1 piercing) 16 HP 0 armor
    Close

    Even though they used to be Elves, when a Foreclaimer's power crystal is removed from its socket, they lose all skills and abilities other than basic movement and defense, as well as their Spell-Like Ability. Their lines also disappear. If left de-powered for more than a year, they will slowly begin to degrade over 100 years, eventually reducing their lifespan of 900 years by half. Instinct: To stay in its designated area and do the task at hand.

    • Efficient blows with hands and feet.
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  • Guardián rúnico Solitary, Divine, Magical, Cautious, Amorphous
    Ataque de lanza (d10+2 damage) 21 HP 4 armor
    Close, Ignores Armor

    Y el maná de los caídos se reunió, y la vida se alejó de ellos, ahora ni siquiera la muerte les dará la paz, los condenados o virtuosos elegidos para portar las runas se reúnen en él y tratan de evitar la antigua catástrofe. Preparen sus armas confíen en sus armaduras y escudos porque están a punto de enfrentarse a el primer guardián. Instinct: Atrapar al portador

    • Cazar al portador: Todos los ataques del guardián serán dirigidos al portador de la runa o algún portador de magia.
    • Marca del guardián: el enemigo marcado por el guardián recibe una penalizacion de -1 a desafiar al peligro
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  • Hombres Rata Grupo, pequeño, Sigilosos
    Daga envenenanada (d4 damage) 6 HP 2 armor
    Close
    Special Qualities: Los hombres ratas son tan horribles y hediondos que todo el que lo ataque cuerpo a cuerpo reduce en -1 su acierto

    Los hombres rata viven en el pantano de las penas, estos son monstruos horribles de apariencia y su hedor no los hace más vistosos, ellos intentaran robar toda la comida que traigas y eso te incluye a ti aventurero. Instinct: Robar sigilosamente

    • Ataque por la espalda: Si los hombres ratas atacan por la espalda añaden +2 a su daño
    • Sigilo: Los hombres ratas son muy sigilosos y son difíciles de ver en la noche
    • Veneno de ratones: el próximo ataque que acierte un hombre rata causara 1d4 extra de daño
    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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