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  • The Beast Solitary
    Gore (b[2d10+4] damage) 20 HP 3 armor
    Close, Forceful, Near
    Special Qualities: Opposable Thumbs

    With huge, gnarly horns, The Beast stands stout and deadly. Though its razor fangs tear through armor, and its flesh deflects the sharpest blades, the desert barbarians of the west hunt them for their magnificent horns, which are crafted into awesome weapons and grafted onto their helmets, proving who among them are the true warriors. Instinct: to become stronger and consume.

    • Make an enemy's strength its own.
    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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  • Fire Culstist of the Brandkopf Group, Magical, Organized, Intelligent
    Fire dagger (d8 damage 1 piercing) 10 HP 4 armor
    Close

    The fire cultist live in the volcano Brandkopf and worship a fire demon. Their worship mainly consists of working with fire, especially forging metal. They have developed advanced methods and are known for their impressive metal weapons that are capable of cutting through normal metal and armor. This makes the cult a very sought-after trading partner, at least if you can gain their trust, pay their horrendous prices, and are willing to support demon worshippers with questionable goals. The cultists tend to go bare chested or only lightly clothed within their realm, to show how much heat they can stand unprotected. Sears count as marks of honor. Their few clothes favor colors of read and orange. If they leave their lands, they normally go incognito, wearing neutral colors. They usually carry a light wepon like a dagger or short sword made of their incredible metal and also imbued with the power of fire. The cult's smithes wear their hammer with proud and they are highly valued. Each weapon is linked to the worship of the fire demon. When wielded by somebody else the wielder must make a deal with the demon or the weapon explodes into flame ruining the weapon and dealing 2d6 to the wielder and those to close. Instinct: Ignite

    • Spread the fire of the lord
    • Bid the fire lord for help
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  • Deepwolf Mother Solitary, Huge, Magical, Organized, Cautious
    Crushing Maw (w[2d10+5] damage) 24 HP 4 armor
    Reach, Ignores Armor
    Special Qualities: Regenerative sleep

    The mother of the Deepwolves. A gigantic wolf formed out of grey stone, with blue veins and blazing blue eyes shining with light. She sleeps deep beneath the earth, surrounded by a strong magical field for millennia at a time, with the field only breaking every so often as a foolish adventurer stumbles upon her domain. She is a passive creature, but she is incredibly strong, and her children will defend her with their lives. Instinct: To breed and protect

    • Slumber and restore it's energy
    • Summon a Deepwolf out of solid stone
    • Call upon it's young to attack
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  • Deepwolf Horde, Magical, Organized
    Stone Jaw (d6+2 damage 3 piercing) 11 HP 2 armor
    Close, Forceful
    Special Qualities: Stone-skin

    A wolf with stone instead of skin and fur. Dazzling blue eyes like sapphires stick out in the night, as they lurk in the deepest of caverns. These wolves rarely venture far from their mothers, but when they do their presence is always a curse. Instinct: To defend the mother.

    • Hunt down a target relentlessly
    • Fire a magical blast from it's mouth
    • Howl to the mother for reinforcements
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  • Diamond Dog Group, Small, Magical
    Teeth (d8 damage) 10 HP 4 armor
    Close

    Instinct: To eat rare gems

    • Eat rare gems
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  • Fungal Zombie Group, Devious
    Claws (d4 damage) 14 HP 0 armor
    Close

    Instinct: To spread

    • Breathe fungal spores
    • Explode in a spore cloud
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  • The Predator Solitary, Stealthy, Intelligent, Hoarder
    Plasmacaster/Wrist blades (b[2d10] damage 2 piercing) 12 HP 1 armor
    Close, Far

    Instinct: To hunt

    • Turn invisible
    • Lure them toward a trap
    • Collect a trophy
    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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  • Sir Augswein Solitary, Intelligent, Cautious
    sword (b[2d10+2] damage) 20 HP 4 armor
    Close, Forceful
    Special Qualities: undead

    Instinct: to raise his Lord as a lich

    • crush something with his fist
    • strike with the flat of his blade
    • take a captive for a dark sacrifice
    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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  • Immerina Solitary, Magical, Intelligent, Hoarder
    necrotic grasp (d10 damage) 20 HP 4 armor
    Close, Ignores Armor
    Special Qualities: undead

    Instinct: to find her husband

    • walk as if in a trance
    • respond to flattery
    • boast of her past life
    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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  • Butter Sprite Follower, Cunning, Amorphous
    Butterfingers (w[2d6] damage 1 piercing) 8 HP 1 armor
    Close
    Special Qualities: Semi-ethereal, Buttered, Savor-wise

    Once a discorporated spirit, fueled by envy of the living and taunted by those that exist outside of Death, this spirit’s frozen (and gaseous) heart has been warmed and soothed by Friendship (and a healthy dose of Churn’s supernaturally excellent “VERY. GOOD. BUTTER.”)

    Cost: affection
    Instinct: to enhance flavor

    • Butterize: apply “Buttered”
    • Grade the Beef: assess quality or utility
    • Slice, Dice, and Flavor so Nice: expertly utilize chef skill
    • Quality: +2
    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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