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  • Mansion Fighter Group, Intelligent
    Spear (b[2d8] damage) 6 HP 4 armor
    Close, Reach, Near

    A man who wants to be finished with violence, he lives in his mansion and is always prepared to be attacked due to his views. Instinct: to survive

    • Hold back with spear
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  • Forest Spirits Horde, Tiny, Organized, Amorphous
    Pulsating energy (d4-2 damage) 6 HP 1 armor
    Hand

    It flies throughout the forests, keeping the lives of the animals in check. Instinct: to survive

    • Surround Intruders
    • Fairy Call
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  • Desperate Ranger Solitary, Intelligent
    Bow and Arrow (d10 damage 1 piercing) 16 HP 1 armor
    Close, Far

    He has taken over the forest in order to protect it from the greedy people of the city. Instinct: to protect the forest

    • Fire Bow
    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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  • Chess Horse Demon Solitary, Small, Stealthy, Amorphous
    Bite (d8 damage 2 piercing) 10 HP 2 armor
    Close

    Black Chess horse the size of a haffling. Looks like a statue but bites when someone is near. When attacked it turns invisible and reappears to attack another person. When killed leaves behind a horse head mask which can be activated to become the horse head mask of invisibility (when used naked). Otherwise it is just a disturbing mask Instinct: To guard

    • Stand still
    • Turn invisble and move
    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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  • Mythos Tomb herd Solitary, Intelligent, Planar
    Strike (b[2d12] damage) 19 HP 4 armor
    Close, Far
    Special Qualities: Can warp a small amount of space time, Serves Yog-Sogoth

    A Tomb Herd is a collective of extra-dimensional beings that feast on spirits in crypts by possessing a large existing statue. Its mastery of warping space time means a party can not flee an attacking Tomb Herd unless it allows that to happen. If the statute is destroyed the collective will flee this plane of existence. Instinct: Guards tombs

    • Crush
    • Party cannot flee
    • Can Teleport short distances
    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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  • Cult Assasssin Solitary, Stealthy, Magical, Intelligent, Hoarder
    Repeating Crossbow (d10 damage 2 piercing) 12 HP 1 armor
    Close, Near

    Instinct: to fullfill its contract

    • Ambush someone
    • Vanish into thin air
    • Renders itself and its equipment completly silent
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  • Teenage Necromancer Solitary, Magical, Intelligent
    Angry scream (d10 damage) 12 HP 0 armor
    Close, Ignores Armor, Far

    Teenage girl lured to the dark arts by her anger towards her parents who 'just don't understand!!' Loves awful music and pretty much hates the world. Instinct: To rebel

    • Raise the dead
    • Change apperance
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  • Tarron Bleakwood Solitary, Large, Divine, Terrifying
    Claws (d10+4 damage 1 piercing) 20 HP 0 armor
    Near
    Special Qualities: Immune to acid, Numerous spindly, fleshy limbs set on a terribly scarred torso

    Tarron Bleakwood, in the form of a pious young man, believes anyone who enters the chapel is there to defile it with Duvan'ku wickedness. He explains he has made a dark pact that will allow him to protect the chapel from the Duvan'ku. He then transforms into a spindly, fleshy monstrosity with 8 spider-like limbs. He spits acid and rends with the sharp growths on his limbs. Instinct: To defend the chapel

    • Spit acid
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  • Unnamed Soul Horror Solitary, Large, Planar, Hoarder, Ancient
    Immeasurably Thin Steel Hairs (w[2d12+4] damage 3 piercing) 26 HP 2 armor
    Forceful, Near
    Special Qualities: It has the strength to rend apart stone, steel, and even magic, Hundreds of flailing hairs and it's blood red eyes are just the start of this beings terrible features

    This monster has been brewing with the thoughts and feelings of all races in its' head. Forced to endure the emotional struggle of slaves or the loneliness of children that are abandoned by their mothers. It is scared and lonely, but it has little to control its own feelings and is prone to attack out of fear. What does it look like? Hundreds of thin piano wire hair draped around it's thick blue neck. It has a body, but it is disproportionate and bloated with huge green pustules. Its eyes are bloody and almost always tearful. It is a hulking monstrosity. Cultists have dropped treasure to the monster as tribute. Instinct: To find the human soul, even if it has to rip it from an adventurer's body.

    • Tear apart every molecule with it's strange steel hairs
    • It has to see the person, but it can read a person's thoughts and can empathize with feelings. E.g crying or being scared when it's target is scared, or know where they're thinking of going.
    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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  • Stone Giant Crystal Magus Solitary, Large, Magical, Intelligent, Hoarder, Terrifying
    Crystal missiles (d10+2 damage 1 piercing) 20 HP 2 armor
    Forceful, Near
    Special Qualities: Crystalline mutation

    Stone giants are occasionally gifted with mutations upon binding with an elemental spirit, causing strange crystals to grow from their skin. While this is usually seen as a sign that the child is a talented mage, this is not always the case. But those who do use magic learn that the crystals function as a potent focus. Instinct: To serve clan

    • Shape earth
    • Warp space-time
    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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