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  • Totenmaske Solitary, Stealthy, Devious, Intelligent
    Flesh Warping Claws (d8 damage 1 piercing) 16 HP 0 armor
    Close
    Special Qualities: Resistant to Cold, Undead

    Natural shapeshifters infected with ghoul sickness transform into totenmaske when the disease reaches it climax. Their natural ability to alter themselves mixes with the ghoul's inclination to eat flesh, giving them a peculiar power over both their own and their victim's flesh. Instinct: To feast on corpses

    • Shape flesh with a touch
    • Steal the shape of someone they have hurt
    • Inflicts the Sickened and Scarred debilities with their touch
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  • Mystic Theurge Zealot Solitary, Divine, Magical, Intelligent
    Sacred Spell Blast (d10+2 damage) 14 HP 0 armor
    Close, Ignores Armor

    The mental focus to truly fuse the arcane with the divine requires a spine of iron and a will of fire. Only those fully devoted reach this stage of synthesis. Instinct: To fulfill the will of their god

    • Combine magic and divinity
    • Use divinely inspired magic
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  • Mystic Theurge Devotee Group, Divine, Magical, Intelligent
    Sacred Spell Blast (d8+2 damage) 8 HP 0 armor
    Close, Ignores Armor

    Mages in service of the gods eventually learn to combine their arcane talent with the gifts of the divine, reaching a unique synthesis. Instinct: To fulfill the will of their god

    • Combine magic and divinity
    • Cast divinely inspired magic
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  • Yrthak Group, Huge
    Diving Strike (d8+3 damage) 14 HP 2 armor
    Hand
    Special Qualities: Immune to visual powers, Immune to Sound, Blind, Flight

    The blind predators scour the terrain for food using their mastery of sound to echolocate suitable prey. Instinct: To eat

    • Launch a sonic lance either at a single target for d8/d6 damage or a group for d6/d4. It has the Sound Elemental tag.
    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 Giant Solitary, Huge, Magical, Intelligent
    Brutal Fist (d10+5 damage) 20 HP 0 armor
    Forceful
    Special Qualities: Immune to Negative

    The God of Destruction has a habit of leaving bits of detritus fallen from their divine body lying around the multiverse. Giants who find these shards and bind with the divine energy in them become chaos giants. Wilder and much more impulsive than other types of giants, chaos giants can be fearsome opponents. Instinct: To serve its clan

    • Stuff itself full on living beings
    • Breathes negative energy for d8/d6 damage with the Negative Elemental and Ignore Armour tag. This ability can only be used if the giant has recently eaten
    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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  • Grudge Keeper Group, Divine, Intelligent, Planar, Terrifying, Large
    Iron Lance (d6+2 damage) 12 HP 3 armor
    Reach
    Special Qualities: Resistant to fire, cold, electricity and acid, Immune to poison, Immune to Forceful and take -2 damage from attacks with that tag, Flight, Incarnation of Divine Grudge

    The dark side of the dwarven pantheon is their ability to carry grudges for many generations. When they finally decide its time for payback, grudge keepers are the bearers of their very ill will. Instinct: To bring judgement for the dwarven pantheon

    • Harvests 5 HP when reducing a target to 0
    • Damage die increases by one step against targets of their grudge
    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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  • Star Trek Space Hippies Group, Intelligent, Planar
    Alien Dagger (d8 damage) 6 HP 0 armor
    Close
    Special Qualities: Annoying

    Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(Dr. Sevrin or chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction

    • Chant
    • Replay Woodstock
    • Die
    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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  • Dragonkin Horde, Intelligent, Large
    Dragon Glaive (d6+5 damage 1 piercing) 7 HP 2 armor
    Close, Forceful, Reach

    Smaller and more humanoid than the dragons they resemble, dragonkin are an extremely emphatic species, even capable of crafting an intensely close bond that allows them to speak with their partner through their thoughts. Instinct: To protect its partner

    • Bond with another being
    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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  • Tiefling Heart Piercer Solitary, Intelligent, Evasive
    Rapier (d10+2 damage 3 piercing) 16 HP 1 armor
    Close
    Special Qualities: Resistant to Cold, Electricity and Fire

    These tieflings are master duelist, targeting and eviscerating a single opponent before moving on to the next, relying on their nether-worldly constitution and grace to see them through trouble as they systematically dismantle the opposition. They gain +3 damage and +3 armour as long as they are engaged with a single opponent. Instinct: To succeed

    • Create Clouds of Darkness
    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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  • Erinyes Solitary, Intelligent, Planar
    Flame Forged Rifle (b[2d10+2] damage 1 piercing) 12 HP 2 armor
    Close, Near, Far
    Special Qualities: Flight, Immune to Fire and Poison, Resistant to Acid and Cold

    Erinyes are the determined hunters and executioners of hell, leaving the question of guilt for their superiors. Their determined and merciless, capturing and killing without hesitation as their mission requires. Instinct: To hunt Hell's enemies

    • Entangle an opponent in rope
    • Sees through illusions and invisibility
    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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