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  • Tengu Imperial Bodyguard Group, Organized, Intelligent
    katana (b[2d8+2] damage 2 piercing) 6 HP 0 armor
    Close

    The tengu are known in Sekai as the inventors of the katana as well as the art of its use. The greatest swordsmen in yokai legends are always trained by tengu masters. The divine emperor Sekaijin selects only the finest tengu swordsmen to serve as his imperial bodyguard. There are twelve of them in total, with at least four of them ever at the emperor's side. They are absolutely loyal to him, and will lay down their lives to protect and serve him. Instinct: to protect Sekaijin.

    • Protect Sekaijin.
    • Appear from nowhere to cut down those who attack the emperor.
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  • Sekaijin Solitary, Large, Magical, Divine, Organized, Intelligent, Hoarder
    katana (b[2d12+4] damage 2 piercing) 26 HP 6 armor
    Near

    Sekaijin is the divine emperor of Sekai, the middle of the Three Planes. He is the middle of the three divine brothers who formed the planes, a living god, and the planarch of Sekai. Instinct: to create order.

    • Mold Sekai to his will.
    • Command his imperial bodyguard.
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  • Bakeneko Majo Solitary, Stealthy, Magical, Devious, Intelligent
    claws (d6 damage) 12 HP 0 armor
    Close

    Magical power accumulates in the tails of bakeneko. Those with particularly long tails often train to utilize that power as majo. Bakeneko magic focuses on enchantment and ensorcellment, clouding the minds of their enemies to make the majo seem like a friend and turn them against one another. If you cut off the majo's tail, it loses all of its magical powers. Instinct: to take control.

    • Take control of another's thoughts.
    • Seem like a friend.
    • Turn its enemies against one another.
    • Deceive and confuse others.
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  • Bakeneko Samurai Horde, Organized, Intelligent, Cautious
    katana (b[2d6+2] damage 2 piercing) 3 HP 4 armor
    Close

    Like most of the yokai, the bakeneko belong to various clans, each headed by a daimyo who swears allegiance to the divine emperor Sekaijin. The daimyo are served by their samurai, warriors trained in the art of the katana from birth and sworn to uphold a strict code of honor and service. Instinct: to serve.

    • Enter into honorable combat.
    • Avenge a fallen member of its daimyo's court.
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  • Antlion Horde, Large
    Grab with pincers, bite with mandibles (d6+2 damage 1 piercing) 11 HP 3 armor

    It always starts with a quake. You'll feel more than hear the vibrations of these horse sized guardians burrowing beneath you. They're strategic, though, and they'll pick they're arrival carefully, you had better gather your gear, or they might sink your camp before the fight even begins. Your best hope is to run and hope they don't notice you while they destroy the threat to their hive. If you can help them, they might take notice, and leave you with one of their strange gifts, but if they percieve you as the threat... Then let the gods help you Instinct: Protect the hive

    • Burrow and burst from the ground.
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  • Orc horde member Horde, Organized
    Attack with rough-crafted weapons (d6+2 damage) 3 HP 1 armor
    Close

    Instinct: Pillage and take vengeance

    • Attack en masse
    • Roar for help
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  • Big Orc Solitary, Large
    Great Club (b[2d10+4] damage) 16 HP 0 armor
    Forceful, Near

    A great beast of an orc, it towers above and crushes those below. Instinct: To crush and eat

    • Crush its enemies from above
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  • Hellbat Horde, Devious, Planar
    Bite (d4 damage) 3 HP 0 armor
    Close
    Special Qualities: Flight, Immune to Fire

    Hellbats are flying hunters fron the abyssal realms. Normally contend to prey on small game, the yare sometimes corraled and used as aerial assistance for airborne soldiers. Instinct: To eat

    • Inject confusing venom
    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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  • Efreeti Horde, Large, Magical, Intelligent, Planar
    Heated Scimitar (d6 damage) 7 HP 0 armor
    Special Qualities: Immune to fire

    Efreeti are genies of fire. The most common traits shared by their kind are a need to dominate and habitual sadism. This doesn't mean that they are all evil, just that they have very forceful personalities. Efreeti excel at wishcraft, though loathe how this means everyone and their grandmother tries to con and enslave them. Instinct: To dominate

    • Emit searing heat
    • Alter size
    • Grant wishes
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  • Cockatrice Horde, Small, Devious
    Petrifying Beak (b[2d4] damage) 3 HP 2 armor
    Close
    Special Qualities: Flight

    Cockatrices are magical birds whih a resemblance to both chickens, peacocks and lizards. They eat seeds and small insects, but angrily attack anything that steps into their territory, not relenting 'till the intruder has been driven off or pretrified. Their flight skills are less than impressive. Instinct: To protect its nest

    • Deliver a petrifying bite
    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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