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  • Orc Archers Horde, Organized, Intelligent
    Bows and arrows (d6 damage) 3 HP 1 armor
    Close, Near, Far

    Even Orcs who love fighting in close quarters have archers. And why not? Orcs lack honour, so softening up foes with poisoned arrows before their infantry close into the slaughter was bound to happen! Instinct: To fight (at a distance)

    • Lay down a hail of poisoned arrows
    • Call a horde to its defence
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  • The Sorcerer Solitary, Magical, Intelligent, Cautious
    Bone lance (d10 damage 1 piercing) 12 HP 7 armor
    Close, Far

    The sorcerer is the last of the Eyvind Clan, a lonesome practicioner of necromancy and other dark arts seeking to suceed where its ancestors failed. Instinct: To awake and control the slave

    • Control the will of lesser creatures
    • Conjure deadly aparitions
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  • The husks Horde, Organized
    Mishapen hands (d6 damage) 11 HP 0 armor
    Close

    The husks are the unwilling servants of the Sorcerer. A simple spell of mass posession was enough to convert them to little more than ghouls ready to follow all its commands. Instinct: To destroy the enemies of the sorcerer

    • Follow the will of the sorcerer
    • Overwhelm a dangerous foe
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  • The slave of Eyvind Hall Solitary, Huge, Magical, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous
    Void wave (d12+7 damage) 23 HP 6 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: An always changing form of smoke and darkness

    The slave has been trapped in Eyvind for many centuries, trapped by the elven researchers that once owned the Halls. It is dormant, but the promise of great power and terrifying knowledge is almost palpable. Instinct: To be freed

    • To wait in forced slumber
    • Call forth a visage of the void
    • Show the power of being devoted to the lords of the void
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  • The Lurer of Eyvind Hall Solitary, Large, Stealthy, Intelligent, Cautious
    Jagged stone maw (d10 damage 1 piercing) 20 HP 4 armor
    Special Qualities: A knack for illusions

    The lurer is a lonesome rocky creature, its skin is akin to the craggy exterior of rough underground tunnel, with many a jagged point and quite difficult to pierce through. Sadly, this isn't the only problem it may pose to adventurers, it's uncanny proficiency for illusions allow it to mesmer unwary victims close enough to be ambushed and quickly killed. Instinct: To eat greedy fools

    • Lure the unwary with shiny baubles
    • Camouflage using its rocky appearance
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  • Low Teyik Group, Large, Construct
    Sword, Hammer, Ax, Claws (d8+4 damage) 18 HP 2 armor
    Forceful, Reach
    Special Qualities:

    Four armed constructs of limited intelligence. Protective automatons that will carry out the orders of their master at all cost. Instinct: Protect the High Teyik

    • Execute orders without question
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  • High Teyik Group, Stealthy, Magical, Intelligent, Construct
    Shotel Sword (b[2d8] damage 1 piercing) 13 HP 3 armor
    Close
    Special Qualities: It is a construct built to serve and protect the Ulfire Men

    Instinct: To serve the Ulfire men

    • Attack with uncanny precision
    • take a hostage
    • Magic Missile, Charm Person
    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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  • Ice Devil Group, Large, Magical, Organized, Planar, Terrifying
    Frost Spear or Tail Sting (d8+2 damage) 14 HP 1 armor
    Reach
    Special Qualities: Immune to the elements, Regeneration, Flight, Frigid wave of fear

    It is said that the Ice Devil bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Ice Devils stand at 12 feet tall, and weigh approximately 700 pounds. Instinct: Lead hell's battle legions

    • Ice infused attacks
    • Ice Storm
    • Summon a Devil
    • Teleport
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  • The Lurker of Eywind Hall Solitary, Large, Intelligent, Planar, Terrifying
    Rending claws (b[2d10+2] damage 2 piercing) 16 HP 1 armor
    Special Qualities: A tail of spikes, A thing born in the void

    The Lurkers are the savage guard dogs of Eywind Hall and its castle, prepared to hunt and devour any one who dares trespass. It is known to devour those who get caught but its true sustenance and power lies within the powerful influence of void rifts. Instinct: To devour the trespassers

    • Patrol the ruined halls
    • Siphon power from the void
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  • Spider Nest Solitary, Large, Amorphous
    Thousands of tiny bites (d8 damage) 23 HP 1 armor
    Ignores Armor, Far
    Special Qualities: Ignore Poison, Vulnerable to fire

    Spider nest that can spawn swarms of spiders to overcome anyone. Instinct: to spread

    • Infest the area with spiders
    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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