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  • Tornrak; Captain Solitary, Organized, Intelligent, Cautious, Terrifying
    Rotting Blade (b[2d10+2] damage 2 piercing) 20 HP 4 armor
    Close, Forceful
    Special Qualities: Layers of Flesh

    The most overtly powerful of the Tornrak, these captains command the wailing vessels on their crusade against the living. Covered in decades worth of layered and rotting flesh the captains hulk in the midst of the charnel ships. Instinct: To Spread the Infection

    • Command the Damned
    • Call the Damned
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  • Tornrak; Flesh Wearer Solitary, Stealthy, Intelligent, Terrifying
    Bone Spine (b[2d8] damage 2 piercing) 20 HP 1 armor
    Close
    Special Qualities: Poisoned Spine, Whispered Secrets

    Of all the Tornrak the Flesh Wearers are the most devious. Taking the face of a victim and disposing of the body they impersonate the victim and spread madness and mistrust. Instinct: To impersonate the fallen

    • Steal the faces of its Victims
    • Stolen Identity
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  • Tornrack; Flesh Stealer Horde, Organized, Intelligent, Terrifying
    Ugly weapons (d6+2 damage 1 piercing) 7 HP 1 armor
    Close, Forceful
    Special Qualities: Adorned in the Flesh of Fallen Foes

    Once the Tornrak were simple pliers of the waves, however, something they encountered out in the deep waters twisted them, breaking their minds. Now they hunt the living, taking their skins as grisly trophies. Covering their own shattered forms in the flesh of their fallen victims, as if searching for a glimpse of lost humanity. Instinct: The bloody death of all men

    • Spread Destruction and Madness
    • Summon the Damned
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  • Villager of Charybdis Horde, Intelligent, Hoarder
    Silver Blade (w[2d6] damage 2 piercing) 11 HP 0 armor
    Close, Near

    The people of the Town of Charybdis are a kind people. They have been well-provided for but they know that many struggle in the lands just outside their home. They provide the basic necessities (food, shelter, clean water from a nearby spring) to all strangers in good faith who enter their community. All they ask in return is that you respect their traditions and that you under no circumstances interfere with the old tarnished silver fountain or the bitter water that tastes of iron which the fountain provides. “You are new to us stranger, so I’ll leave you with a warning this once. We will extended you our hospitality provided you recognize one simple thing: The Fountain is not for You.”

    In truth, the village is populated by vampires, cursed by the Stranger long ago for their arrogance and inhospitality. The stranger allowed a coven of vampires to attack and infect the town, and then placed himself and several children under the silver fountain in the center of town. The children sleep, and their blood feeds the town, keeping them sated, sane, and civilized. Over the years, the people learned from their mistakes. They truly regard the Stranger’s curse as a gift; in making them into the monsters they truly were the Stranger had saved their humanity.
    Instinct: to protect the fountain and it’s secrets

    • Distract and Deflect
    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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  • Cannibal White Seal Solitary, Stealthy, Terrifying
    Vertical maw (d10+4 damage) 16 HP 1 armor
    Close, Forceful
    Special Qualities: Powerful Swimmer, Heat Sense, Uncanny Smell, Unnatural Maw

    This white seal was transformed by Lemuel's powerful Sin into a cannibal. It hunts its own kind, but will not hesitate to taste the viscera of humans that stray too near. It looks like a normal white seal of the Sunless Sea: about the size of a horse, eyeless, albino white, with dark heat sensing patches and a complex nose which gives it an excellent sense of smell in or out of water. Get too close, though, and it splits along its ventral side, revealing a foul-smelling maw made of the teeth and bones of its former meals. Bits of crimson-streaked blubber stick between teeth and bone spurs. Instinct: to taste blood

    • Hunt by smell and heat
    • Appear to be a normal white seal
    • Trap them in a man-sized maw.
    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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  • Lemuel the Butcher Solitary, Intelligent, Planar
    Flaying and butcher knives (d10 damage) 10 HP 1 armor
    Close
    Special Qualities: Inhuman Senses

    Lemuel was once a scout and guide for the nearby settlements. Unfortunately, he was too brash in his exploits, flouting the laws of the Gods as passed down in the ancient rites. Once denied their protection from the madness of the land, he began acting strangely. While transiting the Sunless Sea, he got into an argument with the expedition's cook. A dropped butcher's knife severed one of Lemuel's toes, which tumbled into the water. The guide's keen eyes were transfixed by the sight of a school of fish which tore the gobbet of flesh apart before he could recover it. Before the day was out, the rest of his expedition had been served up to the denizens of the sea. But a proper butcher tests his own wares, does he not? Lemuel's powerful Sin has infested the animals that fed on his compatriots. Instinct: to feed the fish

    • Savagely rend pieces from his foes
    • Feed the sea to summon more demons
    • Fight in the dark by sound and smell
    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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  • Arcane Horror Solitary, Magical, Intelligent, Evasive
    Freezing Claws (d10+2 damage) 20 HP 0 armor
    Close, Agonizing, Cold Elemental
    Special Qualities: Senses magic

    An arcane horror is an accomplished spellcaster who died after being consumed by magic, usually after an experiment gone wrong or something similar. The magic replaces their lifeforce and keeps them moving, giving them an even greater control over the arcane forces. Instinct: To control magic

    • Eats magic on a 9-, either flinging it back, firing as a pure bolt that deals D6/D4 damage with Ignore armour or healing itself for 4 HP
    • Explodes in a sickening cloud upon death
    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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  • Medusa Spellstriker Solitary, Devious, Intelligent
    Dagger (d8 damage 1 piercing) 12 HP 2 armor
    Close
    Special Qualities: All around vision, Immune to flanking

    Medusas often survive in the wilds, where they are less in danger of hurting others or being stoned by an angry mob. Those with magic in their blood often learn to weave the magic into their fighting, obscuring their position until they can get close enough to strike with enchanted blows and venomous fangs. Instinct:

    • Petrify with a gaze
    • Injects weakening venom
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  • Medusa Solitary, Devious, Intelligent
    Rifle (d8 damage 3 piercing) 12 HP 2 armor
    Close
    Special Qualities: Can see in all directions, Immune to flanking

    A race of humanoids, feared for the cursed gaze, with which they can transform people into statues. Those medusas who live in civilized regions must cover their eyes with various veils to shield their surroundings from their deadly gaze. Instinct:

    • Petrify with a glance
    • Can inject weakening venom
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  • Behir Solitary, Huge, Magical
    Behir's Blue Bite (d10+5 damage 3 piercing) 20 HP 2 armor
    Reach, Forceful
    Special Qualities: Immune to electricity

    Behirs are large, multilegged desert predators with the power to generate electricity in their body. Instinct: To eat

    • Grab, squeeze and swallow prey
    • Breathe lightning for D8/D6 damage with the Electricity Elemental, Ignore Armour and Group tags
    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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