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  • Flesh Blob Intelligent, Amorphous, Terrifying, Solitary, Huge
    Whack/Absorb (d10+3 damage) 23 HP 1 armor
    Forceful
    Special Qualities: Flesh can come together from anywhere on it's body to form as the weapon

    A Flesh Blob is the final stage of a ghoul. After devouring enough flesh a ghoul gains intelligence[Devourer], but then after a Devourer's engulfed enough souls they then gain a new form. Most of these Blobs can choose to take the image of a heavenly attractive person, so it's easier to lure unsuspecting people to their demise. Once a Blob is close enough to absorb someone, their true form horrifically appears. A mountain of flesh, embedded with the face of every soul they've took, their victim slowly sinks inside. Some more... ambitious Blobs have successfully taken the forms Gods. Their followers unwittingly believe their God has graced them with their presence. "But why do they always need sacrifices" some ask, until they themselves enter the flesh mound of their "God". Instinct: To absorb

    • Change their apperance
    • Lie and trick
    • Absorb people into their flesh
    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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  • Harbinger's Assassins Solitary, Magical, Intelligent, Stealthy, Cautious
    Scimitar (b[2d10+4] damage 3 piercing) 20 HP 6 armor
    Close, Forceful
    Special Qualities: Augmented by the power of magic

    The Harbinger's Assassins, are people that are trained from birth and imbued with magic. Their life goal is to stop the "Heroes of Lies" from defeating the Harbinger and ensure that he succeeds in his mission in opening the eternal void. Each Assassin has a mark of the Harbinger singed into their cheek. Around their brows and down their noses are singed lines, which account for every "Hero" they have killed. Because of the pain these Assassins go through to become imbued with magic, it is luckily if there is ever 1 new assassin every 200 years. But once one is made they are virtually immortal and are impossible to kill. Instinct: To Complete it's contract

    • Dissappear at will
    • Retreat to fight another day
    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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  • La Llorona Solitary, Magical, Devious, Intelligent, Terrifying
    Death cry (d8 damage) 12 HP 4 armor
    Close, Ignores Armor
    Special Qualities: Drowns Children, Incorporeal

    La Llorona ("The Weeping Woman") is a legendary ghost prominent in the folklore of Hispanic America. According to the tradition, La Llorona is the ghost of a woman who lost her children and cries while looking for them by the river, often causing misfortune to those who hear her. Parents often use this story to prevent their children from wandering out at night. In some versions of this tale and legend, La Llorona will kidnap wandering children who resemble her missing children, asking her children for forgiveness and drowning these other children to take their place, but they never forgive her and she keeps trying. People who claim to have seen her say she appears at night or in the late evenings from rivers or lakes in Mexico. Some believe that those who hear the wails of La Llorona are marked for death but those who escape in time are not so marked, similar to the Gaelic banshee legend. She is said to cry, ¡Ay, mis hijos! ("Oh, my children!") Instinct: Steal life from children

    • Search in endless grief
    • Undead
    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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  • Alpha Wolf Horde, Small, Organized
    Teeth (d6+2 damage 1 piercing) 6 HP 1 armor
    Close

    The alpha wolf, the leader of the wolf pack, leading the pack. Will be the first to attack, will make the pack retreat when it feels it's to dangerous for them. Instinct: To keep it's pack safe

    • Bite
    • Howl for help
    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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  • Horde, Small, Organized
    (d6+2 damage 1 piercing) 3 HP 1 armor
    Close

    The alpha wolf, the leader of the wolf pack, leading the pack. Will be the first to attack, will make the pack retreat when it feels it's to dangerous for them. Instinct:

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  • Horde, Small, Organized
    (d6+2 damage 1 piercing) 3 HP 1 armor
    Close

    The alpha wolf, the leader of the wolf pack, leading the pack. Will be the first to attack, will make the pack retreat when it feels it's to dangerous for them. Instinct:

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  • Wolf Horde, Tiny, Organized
    Teeth (d4 damage) 3 HP 0 armor
    Hand

    Moves in large packs, will attack only if someone will enter his territory. Instinct: to survive

    • Bite
    • Howl for help
    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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  • High Orc Tumba Horde, Large, Divine, Organized, Intelligent, Hoarder, Terrifying
    Blade (2d8+2 damage) 18 HP 4 armor
    Close
    Special Qualities: Covered with scars

    High Orc Tumba is a large and very skilled fighter, he is the leader of an orcs tribe, and they'll risk their life just to keep him safe, very hard to kill but it is rewarding. Instinct: to gain wealth

    • Raiding villages
    • Calling other orcs
    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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  • Orc Sharpshooter Group, Divine, Devious, Intelligent, Terrifying
    Magical orc bow (2d6 + 2 damage) 8 HP 1 armor
    Close, Ignores Armor, Far
    Special Qualities: Scars

    The most talented and percise orcs are trained to be Sharpshooter, with a bow blessed by the shaman and poisonous arrows the sharpshooters are known to be very deadly. Instinct: to hit a target

    • Sharp arrow
    • Poison Arrows
    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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  • Angel, Planetar Solitary, Large, Magical, Divine, Intelligent, Terrifying
    Holy Greatsword (b[2d12+6] damage 4 piercing) 22 HP 4 armor
    Forceful, Ignores Armor, Near
    Special Qualities: Holy Aura, Wings

    Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace. Instinct: To execute the will of the divine

    • Command the gods' armies
    • Smite the wicked with divine magic
    • Protect the faithful
    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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