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  • Wererat Mage Group, Magical, Intelligent, Devious
    Effluvial bolts (d8 damage) 6 HP 0 armor
    Close, Near, Ignores Armor

    Not all wererats simply huddle in the dark, gnawing on crumbs. Whether through innate ability or serendipitous discovery, some few of them learn to access the arcane powers around them. Other wererats often realize that safety lies in both numbers and power, and thus the mages rise to positions of leadership within their clans. Instinct: Protect its wererat clan

    • Call upon arcane power
    • Call upon natural decay in the sewers
    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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  • Sewer Nemesis Solitary, Construct, Terrifying, Amorphous
    Life drain (d10 damage) 23 HP 2 armor
    Close, Ignores Armor
    Special Qualities: Protector of its summoner, Composed of hardened raw sewage

    Sewer mages have learned to animate the raw materials of their surroundings for their protection. These horrors feed on life force, whether the effluvial emanations from the organic material in the sewers or the much denser and richer lives of whatever the sewer mage designates as feeding material. Instinct: Consume life force

    • Draw power from decaying life
    • Shuffle continuously
    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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  • Wood Wraith Solitary, Huge
    Pods that explode into poisonous gas (d10+3 damage) 27 HP 2 armor
    Reach, Ignores Armor
    Special Qualities: Appears as a regular tree until it animates

    These appear to be trees, but are not truly so. Some human spirits are unable to move on from the peace of nature to whatever afterlife awaits them and believe themselves protectors of their new homes. But demonic corruption has turned these wraiths. Their bark contains faint life energy traces and thus is highly sought-after for ritual components. Instinct: To ambush travelers

    • Lay in wait
    • Bend nature to corruption
    • Move deceptively quickly
    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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  • Gargantua Solitary, Large, Construct, Terrifying
    Fists (d10+2 damage) 24 HP 0 armor
    Forceful, Near
    Special Qualities: Magically imbued by witch doctors from parts of the dead, Corpse transformed by magic into giant

    The witch doctors have the unique ability to create servants called gargantua--corpses infused with so much magic that they transform into powerful giants. But the dead are mindless creatures. They have no need for honor or respect. They serve whoever has the power to control them, be it a witch doctor or a demon. The witch doctors use magically imbued mojos to enhance their power and strengthen their hold over the risen dead. Instinct: To serve

    • Smash whatever is ordered
    • Push forward relentlessly
    • Draw strength from a mojo
    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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  • Unstable Death Elemental Solitary, Large, Magical, Stealthy, Devious, Planar, Amorphous
    Withering Pseudopod (b[2d8] damage) 27 HP 5 armor
    Ignores Armor, Near
    Special Qualities: Elemental Ooze

    The creature colloquially known as the Black Ooze is an obscene accident of alchemy. It possesses an innate affinity for the realm of Death and it’s Black Gates.
    “A fatal mistake” - Aldous of Blackdragon

    Instinct: to accumulate

    • Consume Life: heal for damage dealt
    • Divide and Conquer: exude smaller independent portions
    • I am the Gate: deal 2 damage to max HP with sustained contact
    • Gatewalker: HP lost is gained by its mirror on the other side of the Black Gate
    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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  • Holly Boar Solitary, Large
    gore (b[2d10+4] damage) 16 HP 1 armor
    Forceful, Reach

    Instinct: to escape

    • figth back
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  • Digor- The Manticore Solitary, Large, Divine, Devious, Terrifying
    claw (b[3w[3d8] damage) 18 HP 2 armor
    Reach
    Special Qualities: Fire Resistance

    Instinct: Poison society

    • Flame Breath
    • poison tail
    • claws
    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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  • Bunpker Group
    Jumping headbutt (d8 damage) 10 HP 3 armor
    Close
    Special Qualities: Flight

    Instinct: to soar at great heights, unchallenged

    • Spring with great force miles into the air
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  • Mud Mephit Group, Tiny, Magical, Stealthy, Devious, Amorphous
    Fists (d6-2 damage) 10 HP 2 armor
    Hand, Near
    Special Qualities: While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

    Small and stealthy elemental, Mud Mephit is a night creature as direct sunlight dries them up so they may not move. Unlike other supernatural creatures of the swamps, who shape and try to extend the reach of their home, Mud Mephits' only task is to increase the amount of basic building materials (i.e. decomposing organics). Instinct: To trap, to dissolve.

    • In small groups, they trap their prey (if medium or larger, more than one Mephit at a time) in the ground and slowly dissolve them.
    • Mud Breath: When a Mud Mephit belches at a small or medium creature (even with their Last Breath), that creature must defy danger + DEX. If it fails, it is restrained for one minute.
    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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  • Shroob Commando Solitary, Stealthy, Devious, Intelligent
    Rayblade (d8 damage 4 piercing) 12 HP 0 armor
    Close
    Special Qualities: 20 HP Forcefield, Resistant to poison and disease, Immune to fear, Death Attack, +2 damage to constructs, Weak to Cold

    Elite agents of the shroob, commandos lead small squads of shroob into intense conflict. Capable of fighting both up close and range, shroob commandos are deadly at any distance. Instinct: To expand

    • Deflects projectiles
    • Shield bracelet grants +3 super armour until it has absorbed 24 damage
    • Uses toxic grenades
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