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  • Barbarian Brute Horde, Intelligent
    Club/Axe/Sword (b[2d6+4] damage) 5 HP 1 armor
    Close, Forceful

    A wild pack of Barbarians who run group up and overrun enemies for sport and pleasure. Instinct: To Slaughter

    • Attack ruthlessly
    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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  • War Elephant Group, Huge, Cautious
    Tusk or Trample (b[2d8+7] damage 2 piercing) 22 HP 6 armor
    Reach, Forceful

    An Immense Elephant clad in Armor and lead into battle for one purpose "To Trample through defenses and crush its enemies" These Large Behemoths are unstoppable pumping machines that are a powerhouse in times of war. They can provide a staple in winning or turning any battle. Instinct: To Crush Defenses

    • Tramples over the Battle Field like an unstoppable behemoth
    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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  • Dire Wolf Solitary, Large, Organized, Intelligent
    Claws and Teeth (b[2d10+2] damage 1 piercing) 16 HP 1 armor
    Forceful

    Instinct: to protect its territory

    • hunt down its prey
    • Call its pack
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  • Councilor of Vashti Solitary, Stealthy, Magical, Devious
    Inlaid dagger (d6 damage) 12 HP 0 armor
    Close

    How many hidden inner circles does the mystery cult of the god of secrets have? The Councilor of Vashti knows. Instinct: To manipulate

    • Step into shadows
    • Mesmerize the helpless
    • Use a secret for leverage
    • Offer a seductive deal
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  • Initiate of Vashti Solitary, Stealthy, Devious, Intelligent, Hoarder
    Engraved dagger (d6 damage) 12 HP 0 armor
    Close

    A member of the cult of Vashti, god of secrets, invested in the mysteries of the first circle. Instinct: To know

    • Shroud with enveloping dark
    • Induce unnatural fear
    • Exploit a hidden weakness
    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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  • Mithraic Master Solitary, Organized, Intelligent, Cautious, Hoarder
    Blessed glaive (b[2d10+2] damage 2 piercing) 12 HP 3 armor
    Close, Reach
    Special Qualities: Cleaving attack

    Listen up, maggots. You are not special. You are not a beautiful or unique snowflake. You're the same decaying organic matter as everything else. Instinct: To dominate.

    • Seize a commanding position
    • Disable a disadvantaged foe
    • Land many lightning blows
    • Make use of his followers
    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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  • Mithraic Initiate Group, Organized, Intelligent, Cautious, Hoarder
    Consecrated glaive (b[2d8] damage 1 piercing) 6 HP 2 armor
    Close, Reach
    Special Qualities: Cleaving attack

    You do not talk about the Cult of Mithras. If this is your first night at the Cult of Mithras, you have to fight. Instinct: To excel

    • Hobble with a slashing attack
    • Cleave with a whirling attack
    • Lure and separate them
    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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  • ZARATH RAIDER Horde, Devious
    Poisoned blades (b[2d4+2] damage) 3 HP 1 armor
    Close

    Zarath Raiders are the core of Zarath’s black army from the north. Zarath raiders are the vilest of men and women who have completely sold themselves to the way of Zarath. They are often the first to turn to Zarath in their communities and act as spies, scouts and assassins before joining the army as it sweeps south. Raiders wear black studded leathers, blackened poisoned weapons and black executioner hood style helmets made of toughened leather. Many have the heads and scalps of the recently killed and executed adorning their armour. Instinct: to enslave, to kill for Zarath

    • By the blade it poisons and by manacles it enslaves
    • Poisons then enslaves
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  • Makar's Tendrils Group
    Wicked Spikes (b[2d8+2] damage 1 piercing) 6 HP 1 armor
    Close, Near

    These tentacles are connected to the vicious creature known as Makara, and spell doom for any adventurers caught in their clutches. Instinct: Rend and Tear

    • Bind and Constrict
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  • Makara, Swallower of Guilt Solitary, Huge, Magical, Divine, Intelligent, Hoarder, Planar, Terrifying
    A Multitude of Fangs (b[2d12+7] damage 4 piercing) 26 HP 4 armor
    Reach, Ignores Armor, Near, Far
    Special Qualities: Wicked Fangs and Jaws

    Makara, an ancient creature, one of the six Guardians of the Ways, is described as a massive serpent with hundreds of heads and spiked tendrils. It was one of the only Guardians to ever eschew its original purpose, and instead allowed mortals to worship it like a God. Now, with the other Guardians mostly gone, it is one of the few beasts of its caliber to remain. Instinct: Devour with its Thousand Heads

    • Cause Rot, Physical and Emotional
    • Produce Acid and Toxins
    • Rip Holes in Reality
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