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  • Барток Solitary, Intelligent, Cautious, Hoarder
    лапы и зубы, 2 ятагана (d10+2 damage) 12 HP 3 armor
    Close, Forceful

    Барток-разведчик и зашитник портала. Огромная обезъяна со злобным оскалом, в кольчуге и с 2 ятаганами за спиной. Instinct: Защита тайны портала

    • Боевой клич - призыв медведей-мутантов
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  • Metamorph (Watcher) Solitary, Stealthy, Devious, Intelligent
    Dagger (d6 damage) 16 HP 2 armor
    Close, Near

    This type of Metamorph is often in the charge of a noble or leader of an intelligent species. It's tasked with watching over a vulnerable individual and reporting back to it's master. It may sometimes interfere to deter or alter the watched individuals actions. They are as intelligent as an average human, but generally lack a sense of self. While in animal form, it has the abilities of that animal. Forms may include: humans, birds, mammmals, reptiles, insects, fish, etc. - always with a tell-tale sign (e.g. a red-striped fur/scales/clothes). Instinct: To observe

    • Oversee a young noble
    • Will transform into many different forms
    • WIll annoy and interfere with party if needed
    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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  • Shriker (Alarm Only) Group
    NA 4 HP 0 armor
    Special Qualities: Only meant as intrusion detection

    Instinct: to notify masters

    • Emit a loud shriek if trespassers are detected
    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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  • Saber-toothed Tiger Group, Large
    claws (b[2d8] damage 1 piercing) 8 HP 0 armor
    Near

    Similar to a common tiger in appearance and behavior, but somewhat larger. Commonly trained as guard animal. Instinct: to defend terrotiry

    • Pounce on prey
    • Scratch
    • 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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  • giant rat Horde, Small, Organized
    bite (d6 damage 1 piercing) 3 HP 0 armor
    Close

    Instinct: to hunt

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  • Firestone Guardian Group, Cautious, Construct
    Firestone sword (d8 damage) 10 HP 4 armor
    Close
    Special Qualities: made of firestone

    Firestone guardian od wizard's tower Instinct: to guard the tower

    • guard smthing or smn
    • set itself 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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  • Foolkiller Solitary, Magical, Intelligent, Cautious, Hoarder
    A large spatula-like weapon. (d10 damage) 16 HP 4 armor
    Close, Reach, Near
    Special Qualities: Freezes all players except it's target.

    The Foolkiller looks like Humpty Dumpty: it's a human-sized egg with a clown-like face drawn on it. It laughs a disturbing cackle. It wears a costume of a an English schoolboy: shirt & tie, sharp trousers or shorts, oxford shoes, etc. It also carries a huge spatula in it's spindly arms. It lives in dungeons and castles only. It's a solitary creature that sits on a large wall, (no more than 3 feet high) built of stone or brick, between the entrance and opposite wall. The Foolkiller guards a treasure-trove - usually a chest full of goodies: jewels, coins, artifacts, magic items, etc. When delvers enter it's room, the Foolkiller will hop down from it's wall and say, in a thick British accent, "I suppose you've come to steal my treasure?" and immediately attacks with the spatula. All delvers but the lowest IQ (if there's a tie, lowest wisdom) will immediately freeze in paralysis and the fight will be one on one. If the delver defeats the Foolkiller, his IQ will raise enough to increase his modifier by +1. If he is defeated, the Foolkiller will be healed of all wounds and the next lowest IQ delver will be freed from paralysis and attacked. Any magic used against it (spells, weapons, armor) takes a -1 ongoing through the entire fight. When the Foolkiller dies, his body decomposes to a rotten egg and the room has a horrible stench forever. Instinct: To destroy the fool in the group.

    • Paralyzes all the but the character with the lowest INT.
    • All magic used against it takes a -1 ongoing while it's alive.
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  • Orc Hunters Group, Organized, Intelligent, Cautious
    Hand weapons (d8+2 damage) 10 HP 2 armor
    Close, Near

    Skilled hunters, these orcs are large, intelligent, and organized. They track and run down any who threaten their tribe, or show signs of being good (dangerous and skilled) prey. When almost dead, they try to go out with a bang. If unseen, they will attack at range with small bows first (-1 size die, no +2 bonus). Instinct: To fight, and win glory.

    • Tracks any outsiders
    • If outnumbered, it will sound a horn for help.
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  • Infested Badger Horde, Tiny, Organized, Terrifying
    Claws (d4-2 damage) 11 HP 0 armor
    Hand
    Special Qualities: His face is covered in mushrooms

    It's the victim of a failed experiment. The mind-controlling mushroom that was created found it's way into this forest and has infected everything. The Badger's faces are rotting and from the rot spring disgusting mushrooms Instinct: To obey the hivemind

    • Claw slash
    • Hivemind
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  • Shadow Solitary, Stealthy, Devious, Intelligent, Hoarder, Amorphous
    Icecold Claws (d8 damage) 15 HP 1 armor
    Close, Ignores Armor

    While technically not dangerous, Shadows sure are scary. They rarely kill people however, as the dead cannot fear and thus do not provide the "food" a Shadow needs. Even though they are material, and not as etherial as the seem, it is hard to harm a Shadow with normal weapons. Big weapons, or fire work better, as they have to shapeshift more in order to dodge the blow. Once they are ever so slightly harmed they usually try to flee, and even change towns so as to not be recognized too fast. Instinct: To scare to death

    • Hides in dark places to feast off of the fear of the people
    • Shapeshift - it can change up its form however it likes
    • It shapeshifts into other people to not be attacked
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