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  • Jackalwere Group, Small, Stealthy, Intelligent
    Weapon or bite (d8 damage) 6 HP 0 armor
    Close, Reach

    These demonic jackals have three physical forms (jackal,jackal hybrid, human) they shift between and they often work for Lamia masters to capture slaves or caravans. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Sleep Gaze. The jackalwere gazes at one creature it can see. The target must roll +Wisdom. On a 10+ the player is now immune to a jakalware's gaze. The player sees, briefly the jackalware's true form. The player falls into a light sleep. Instinct: Enslave and/or rob

    • Shapechanger
    • Sleep Gaze
    • Ambush
    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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  • Yajna – Speaker for the divine Solitary, Large, Magical, Divine, Devious, Planar, Terrifying, Amorphous
    Veiling darkness (d8+4 damage) 25 HP 5 armor
    Forceful
    Special Qualities: Shadow made manifest

    The gods are beyond you and me. What is the only true and just action to them can be incomprehensible to our mortal minds. Do not fear me for my figure, our lives are not so far divorced. Even I cannot truly understand why they do what they do, but I accept that it's for the best, and hope you will one day accept this too. Don't worry. Take your time. When you are ready, take my hand; any one of them. Let me wrap you in my cloth, so that you too can know what they're like. I'm sure we'll understand some day. Instinct: To guide mortals

    • Relay the will of higher beings
    • Show a glimpse of godly might
    • Grab with hundreds of mismatched hands
    • Cloak someone in consuming shadows
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  • Knight of the Right Hand Sworn Group, Divine, Organized, Intelligent
    Hand-grafted blade (b[2d8+4] damage) 8 HP 3 armor
    Close

    All the horrors that have befallen the world was once foretold by a wise council of deities. They foresaw it all, and wrote a list of names. Each name on the list would need to be slain for the world to prosper, and so the order known as The Right Hand Sworn was born. Most need not worry when encountering these knights, but be wary for if they find your name to be on this list, nothing will save you from their god-granted blades grafted to the ends of their right arms. None can escape their judgement. Instinct: Cross names off their list

    • Locate a name on the list
    • Send away the scroll-keepers to record a fight
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  • Necrofago Group, Stealthy, Intelligent
    Garras; Mordida (d8+2 damage) 10 HP 1 armor
    Close, Near
    Special Qualities: Oscuridad

    Objects of fear or pity, and often both, ghouls are metahumans infected with the virulent Krieger strain of HMHVV, the human-metahuman vampiric virus. The disease causes extreme changes in the victim’s body. He loses all body hair, and the skin becomes a grayish-tinted, scabrous hide. The fingers grow elongated, and the nails harden into sharp claws. The teeth become longer and sharper, and the eyes film over, leaving featureless white orbs glaring out of their sockets. The disease also wreaks havoc on the victim’s intellect, leaving many ghouls mindless, vicious eating machines. Most ghouls retain much of their personality and intellect, but even these are generally traumatized and changed from their pre-Krieger state. They are ostracized from “normal” society because of the diet they’re forced to subsist on. Ghouls must eat raw meat to survive, and a significant portion of that must be in the form of raw metahuman flesh. While they often scavenge their food from graveyards and organlegging chopshops, they’re not above hunting. When they hunt, they usually do so in packs of six to twenty individuals. They live in isolated areas, away from prying eyes but close enough to a metahuman population for them to feed. Instinct: Alimentarse

    • Devorar
    • Ataque desde las sombras
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  • Frostwyrm Solitary, Huge, Magical, Divine, Planar, Terrifying, Amorphous
    Eating (b[2d12+9] damage 2 piercing) 33 HP 7 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities: Permanent aura of frost.

    It's a giant frozen snake, a really, really giant frozen snake. Instinct: To eat

    • Consume things.
    • Freeze things.
    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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  • Zargon Cultist Solitary, Organized, Intelligent
    Dagger (d4 damage) 5 HP 0 armor
    Close

    Cultist dedicated to the worship of Zargon in the underground city. Instinct: Sacrifice Innocents to Zargon

    • Worship Zargon
    • Summon goblin slaves
    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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  • Cynidicean Horde, Devious, Intelligent
    Short Sword (d4 damage) 3 HP 0 armor
    Close

    Cynidiceans are a special type of normal humans who live in the underground Lost City. They have pale skin, white hair, large eyes, and infravision. They wear colorful masks, bright clothing, and carry short swords. They spend most of their time living in strange dream worlds. Instinct: Act in a bizarre fashion

    • Live in a dream world
    • Unpredictable actions
    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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  • Zargon Solitary, Large, Planar
    Tentacles (d10 damage) 24 HP 1 armor
    Near
    Special Qualities: Regenerates, Horn must be destroyed to kill

    Although Zargon is ancient, it is no god. It is a cunning creature that discovered its "godhood" makes it easier to get victims. Zargon was worshipped by primitive peoples in early times, but retreated underground when the primitives were wiped out by the ancestors of the Cynidiceans. Zargon remained in a strange hibernation for many years. By chance, the Cynidiceans built the pyramid on the spot where Zargon's original shrine stood, and the later digging of the Cynidicean slaves awakened the creature. Zargon can regenerate its body as long as its great horn is not destroyed. Regeneration from the bare horn may take a number of years, but otherwise Zargon is likely to be at full strength whenever the party encounters it. Zargon's horn can only be destroyed by being cast into a volcanic fire. Zargon will not regenerate during an encounter (it regrows too slowly for that). Instinct: Devours sacrifices

    • Rules False Cult
    • Demon of the Ancient World
    • Cunning
    • False Prophet
    • Lairs in Lost Underground City
    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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  • Ogre Zombie Solitary, Large
    Two-handed sword (d10+4 damage) 10 HP 2 armor
    Forceful, Near

    Zombie, Ogre sized. Instinct: Destroy the living

    • Burst from the Ground (Dex DD)
    • Spinning Attack (Attack all)
    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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  • Rocktoad Group, Small, Stealthy, Devious
    Barbed tongue (d6 damage 1 piercing) 6 HP 3 armor
    Close, Reach, Near
    Special Qualities: Amphibious, Powerful Legs, Camouflage, Sticky Hands, Sticky Feet, Sticky Tongue

    Hidden amongst the river rocks, their thick pebbly hide strong as bone, Rocktoads lash out with their long tongues, sticky and barbed, disarming prey or dragging them into the depths and holding them down until their struggling ceases. Rocktoads are slow-moving when they shuffle-walk along the banks and usually don't stray far from the water. They generally move in leaping bursts, days of still silence followed by a flurry of lashing tongues, splashing water and the crunch of bones as their prey is drowned and devoured, and they settle back in to wait for another foolish intruder. Instinct: Protect its territory

    • Lash out suddenly
    • Use the water to deadly advantage
    • Wrench someone or something in from afar
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