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  • Bralani Group, Magical, Intelligent, Planar
    Hunting Rifle (d8+2 damage) 6 HP 1 armor
    Close, Forceful, Near, Far
    Special Qualities: Immunity to Electricity, Immunity to Petrification

    Bralanis are azatas, ordinary mortals who were send to the Celestial realms after death. Composed of outdoors people, nomads and others, bralani are granted mastery over wind in the afterlife and enjoy the oppertunity to travel the wilds of heavenly realms. Instinct: To protect Heaven

    • Conjure a blast of wind
    • Shapeshift into a whirlwind
    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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  • Destrachan Solitary, Large, Devious
    Sonic lance (d8 damage) 16 HP 2 armor
    Ignores Armor
    Special Qualities: Immune to sonic attacks, Agonizing, Blind

    Destrachans are blind predators of the deep. Cunning hunters, they employ powerful sonic weaponry to incapacitate and kill prey. Instinct: To eat

    • Create a sonic boom
    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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  • Xill Group, Devious, Cautious, Planar
    Chaingun and sword combo (b[2d6+2] damage 2 piercing) 6 HP 5 armor
    Close, Near
    Special Qualities: Multiple arms

    Xills come from the ethereal plane and this all female race has a unique way of reproducing. Their mouths are designed to inject eggs into hosts and whle they do prefer larger herbivores for their meat, they also use it as a way to kill enemies in combat. As a culture, they are very orderly and militaristic, which a strange and near universal hatred of ineffecient governing and sub-par architecture. Instinct: To procreate

    • Fight with multiple weaponry
    • Inject eggs
    • Open gateways
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  • Xill Group, Devious, Cautious, Planar
    Chaingun and sword combo (b[2d6+2] damage 2 piercing) 6 HP 5 armor
    Close, Near
    Special Qualities: Multiple arms

    Xills come from the ethereal plane and this all female race has a unique way of reproducing. Their mouths are designed to inject eggs into hosts and whle they do prefer larger herbivores for their meat, they also use it as a way to kill enemies in combat. As a culture, they are very orderly and militaristic, which a strange and near universal hatred of ineffecient governing and sub-par architecture. Instinct: To procreate

    • Fight with multiple weaponry
    • Inject eggs
    • Open gateways
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  • Vrock Group, Large, Magical, Devious, Planar
    Claws of the Skyterror (b[2d6] damage 1 piercing) 10 HP 3 armor
    Special Qualities: Flight, Immunity to Electricity

    Vrocks are demons given form to serve as aerial soldiers, scouts and raiders. They patrol Hell's skies, keeping a close eye on everything that happens, reporting it back to their overseers. In combat, they favour using their spores and magic to kill rather than relying on weaponry that might interfere with their flight. Instinct: To fight for Hell

    • Expel a stunning scream
    • Conjure storms
    • Infect with damaging spores
    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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  • Ochre Jelly Solitary, Large, Amorphous
    Acidic Touch (d10 damage) 19 HP 1 armor
    Special Qualities: Immune to electricity

    Ochre Jelly are the archetypical ooze predator. Their acid is specifically designed to dissolve flesh, not metal, a tidbit that comes in hand when trying to prevent them from devouring you. Every time they split, they divide their health and reduce their damage die by one step. Instinct: To eat

    • Splits when damaged
    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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  • Fire Elemental Group, Large, Planar, Amorphous
    Inferno Swipe (b[2d8+2] damage) 17 HP 1 armor
    Ignores Armor

    Fire elementals are rarely still, always on the move to add more fuel. They are voracious, but strangely, despite their destructive qualities, this also makes them easier for conjurers to deal with, as they are easily placated with even simple stacks fo wood. Instinct: To consume

    • Set things on fire
    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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  • Invisible Stalker Solitary, Stealthy, Intelligent, Planar
    Unseen Chokehold [d10] damage 1 piercing) 16 HP 2 armor
    Close
    Special Qualities: Flight, Permanently Invisible

    Creatures of air from the elemental plane, invisible stalkers are often conjured to serve as assassins, thieves and guards. Most of them resent this and carry grudges against mortals, which they channel into their frustrated attacks. A poorly worded instruction usually results in the stalker slitting its summoner's throat at the first oppertunity. Instinct: To complete its task and return t the elemental plane

    • Move without a trace
    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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  • Chuul Group, Large, Devious
    Pincers (d6 damage 3 piercing) 10 HP 3 armor

    Chuuls are crusteceans with an attitude. They are very territorial and gladly tear apart everythign that comes near, both for sustenance and for choice pieces to impress potential mates with. Instinct: To feed

    • Lurk in water
    • Paralyzing secretions
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  • Black Dragon Solitary, Large, Stealthy, Magical, Intelligent, Cautious
    Obsidian Wrecking (b[2d12+4] damage 1 piercing) 16 HP 3 armor
    Forceful, Reach
    Special Qualities: Aquatic, Flight

    Black dragons are some of the smaller dragons, living usually in swampland and marshes. Even for dragons they are loners, not helped by a racial tendency towards paranoia and sadism. They have a habit of kidnapping people they find entertaining and keeping them as part of their treasures. Their breath weapon gains no bonuses to the damage die, but ignores armoru and can hit groups. Instinct: To guard its territory

    • Spew Acid
    • Hide in swampland
    • Speak with reptiles
    • Poison water
    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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