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  • Solitary, Huge
    (d10+7 damage) 24 HP 3 armor
    Reach, Forceful

    Instinct:

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  • Mome Rath Solitary, Large, Intelligent
    Tusks (d10+4 damage 2 piercing) 16 HP 1 armor
    Forceful, Near
    Special Qualities: Becomes more powerful the more you fail

    This is the Mome Rath from the OSR setting book, A Red & Pleasant Land. Instinct: To scandalize women

    • Make wild accusation
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  • Colorless Knight (Nephilidian Knight) Group, Magical, Intelligent, Cautious, Planar
    Sword (b[2d10] damage 1 piercing) 10 HP 6 armor
    Close
    Special Qualities: Can only be killed with a stake to the heart or exposure to direct, natural sunlight

    This is the Colorless Knight from the OSR setting book, A Red & Pleasant Land. Instinct: To expand the influence of Nephilidia

    • Drain blood
    • Mesmerize
    • Transform into a Nephilidian lion ray
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  • Demonic Fiend Solitary, Huge, Magical, Divine, Planar, Terrifying
    (d10+7 damage) 22 HP 4 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities:

    Instinct:

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  • Shadow ArchMage Group, Magical, Stealthy, Divine, Intelligent, Hoarder
    (d8+2 damage) 15 HP 4 armor
    Close, Ignores Armor, Far

    Instinct: to reign in chaos

      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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    • Group, Small, Terrifying
      (w[2d8+2] damage 3 piercing) 6 HP 0 armor
      Close, Reach, Ignores Armor, Near, Far
      Special Qualities: aafa,

      Instinct:

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    • Animated Humanoid Corpse Horde
      teeth, fingers, severed limbs (d6 damage) 7 HP 0 armor
      Close

      Shambling, groaning hordes of the living dead, often heavily decayed, who march relentless on the enemies of the necromancer who raised them. In life, these people were nothing special, so they are equipped with nothing but their bodies, and although the limbs and head can be severed, an animated corpse will often just pick their body part up again and use it as a weapon against the attacker. They can only be stopped by damaging the body to the extent that the muscles or the brain no longer function. Instinct: to obey the summoner's will.

      • Attack with overwhelming numbers.
      • Close off or corner enemies.
      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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    • Fallen Priest of Azul Solitary, Magical, Devious, Intelligent
      Electricity (d10 damage, ignores metal armor) 12 HP 0 armor
      Close, Reach

      Priests of the sea-god Azul, the higher-ranking members of their order who, seduced by promises of great power, joined a dark cult and are now directing plans to destroy the current order of civilisation in accordance with what they believe are Azul's wishes. In addition to the powers of the Fallen Acolyte, they are one with the nature of the sea and of the water in all beings with blood in their veins, and can call to their command the destruction of great waves and storms to wreck ships or batter coastal fortifications. On beings weak of body or mind, they can, through sustained effort and while maintaining physical proximity, control their actions or even their thoughts. Instinct: to set in motion schemes to bring doom in Azul's name

      • Control the thoughts and actions of vulnerable beings with magic.
      • Call upon the wrath of the sea to destroy or waylay enemies.
      • Call upon sea creatures to attack enemies.
      • Animate a corpse to attack enemies.
      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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    • Fallen Acolyte of Azul Group, Magical, Devious, Intelligent
      Electricity (d8 damage, ignores metal armor) 6 HP 0 armor
      Close, Reach

      Acolytes of the sea-god Azul, ranking only higher than initiates to the order, who have fallen into the ways of dark magic, deceived into joining a wicked cult, and who now act to set into motion plans which will spell doom for the civilised peoples of the world. They typically live in small covens in remote coastal caves or islands, having been rejected by their former friends and families. Their bodies, including their faces, are adorned with simple tattoos to mark their status, but most of this is usually hidden by dark hooded cloaks. Their study of Azul's domain allows them to conjure forth small bolts of lightning and command some of the less intelligent denizens of the sea. Schooled by their masters in the cult, they can now also raise the dead, from land or sea, to serve them unquestioningly. Instinct: to further the nefarious agenda of the cult.

      • Call upon sea creatures to attack enemies.
      • Animate a corpse to attack enemies.
      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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    • Colossal Squid Solitary, Large, Hoarder
      tentacles (d10+1 damage) 16 HP 0 armor
      Close, Reach

      Giant squid are usually seen as a mass of eight writhing arms and two longer grasping tentacles emerging from the water to grab victims from the deck of a ship or from a shore, but beneath the surface there is a huge, bulbous head with a mouth capable of swallowing countless men whole. The more one of these creatures devours, the larger and hungrier it grows. Those lucky enough to slay one will often find in its belly whatever treasures their less sucessful precursors possessed that could not be digested. Instinct: to devour.

      • Grab and constrict foes with its tentacles.
      • Pull things underwater to devour them.
      • Release a spray of ink to escape danger.
      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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