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  • Sköll Solitary, Large, Divine
    Rip and Tear ([2d10+6] damage) 24 HP 6 armor
    Forceful
    Special Qualities: Immune to ice damage.

    Large wolves once used in place of horses to move carts in The Frozen North. Said to be blessed by Skadi, they boast an immunity to cold based magics. Instinct: Very Aggressive

    • Successful attack rolls above 15 cause 1d4+2 bleed damage per turn for 3 turns or until healed.
    • Swipe ([1d10+6] damage to up to 3 targets in close proximity.)
    • Leap ([2d8+4] if landing on an enemy.) Can be used to close large distances instantly, cannot move or attack in the same turn, must pass attack roll.)
    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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  • Kala Grima Solitary, Tiny, Stealthy, Devious
    Paralysis Poison (d6-2 damage) 6 HP 2 armor
    Reach

    Small black snakes that hide in the snow. Their bites are not poisonous but they can shoot spines from their mouths that paralyze. Instinct: Very Aggressive

    • Poisoned Projectile Spines
    • Aware of itself and how to hide.
    • It's poison paralyzes.
    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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  • Kaldr Vin Solitary, Large, Intelligent
    Claws ([2d10] damage) 10 HP 0 armor
    Special Qualities: Powerful Wings, can fly in any condition., Incredibly fast.

    Large birds found only in The Frozen North, they usually choose to avoid conflict. Prefers prey that is weaker than itself. Large enough to carry off large prey in it's talons. Instinct: Preys on the weak.

      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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    • Bein Warg Solitary, Terrifying, Stealthy
      Serrated Teeth ([2d10+2] damage 4 piercing) 12 HP 5 armor
      Close
      Special Qualities: Hard Exoskeleton, Sharp Teeth

      Wolves rarely found in The Frozen North. Instinct:

      • Consuming flesh recovers health. (1d6)
      • Bonus to stealth in Snow. (+5)
      • Teeth can tear through steel.
      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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    • Whaleopus Solitary, Huge
      Tentacles (d12+5 damage) 27 HP 0 armor
      Reach, Forceful, Near

      A gigantic whale with tentacles coming out of its side that it walks upon. It normally walks the bottom of the ocean scavenging for food. However, it occasionally attacks sea ports scooping up small buildings in its jaws. Instinct: To destroy

      • Can travel on land for a short 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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    • Flame Assasin Group, Magical, Intelligent, Planar, Terrifying, Amorphous
      Fire Sword (b[2d10+2] damage 3 piercing) 13 HP 7 armor
      Close, Reach, Ignores Armor, Near
      Special Qualities: help from death, invurneability, Made of FIRE

      Flame assassins. Like seriously? They come from the Underworld and used to be Evil Overlords and sentenced innocent people to DEATH! >:-)Just for the heck of it, I put an evil smiley face before this sentence to show how evil they are. Instinct: to serve death

      • Harm the unsuspecting
      • Burn by touch
      • Protect with a stone shield
      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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    • Hobgoblin Group, Organized, Intelligent, Cautious, Hoarder
      Sword, Mace, or Flail (b[2d8] damage) 6 HP 3 armor
      Close

      Hobgoblins are highly organised, militaristic, orderly, and pitiless. Ruddy-furred, fanged, and muscular, they stand as tall as a large human. Although they are frequently found in the company of goblins, ogres, and other varieties of chaotic goblinoids, this is usually in a ruler relationship to them—hobgoblins thrive on order. A typical hobgoblin warrior wears mail and fights with shield and a sword, mace, or flail. Often they also carry halberds for fighting from the second rank of a formation, and a typical patrol will arm half their number with short bows. A squad will be lead by a sergeant. All will have horns to sound an alarm or summon aid. Hobgoblins are usually encountered as lone scouts and (rarely) scavenging deserters, squads patrolling their borders or on a military work detail, and in well-fortified lairs. They often settle and fortify where there are resources to be exploited, such as a mine, a timber forest, horses, or arable land. These resources are almost always worked by servant races or slaves, as such non-military menial labour is beneath the warrior class. Hobgoblins often domesticate fearsome creatures to serve as guards and to keep their workers terrified; examples include carnivorous apes and basilisks. Instinct: to subjugate and impose structure

      • Fight in formation
      • Summon reinforcements
      • Drive the hordes before us according to plan
      • Claim this place
      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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    • Earth God Solitary, Huge, Stealthy, Divine, Intelligent, Cautious, Terrifying, Amorphous
      Crushing Stone (b[2d12+9] damage) 33 HP 7 armor
      Reach, Forceful, Ignores Armor, Near
      Special Qualities: The earth and rock around you begins to move and form into a monstrous creature of immense size and strength.

      The thinning planes have allowed ancient magic to seep into the material world. Because of this, nature itself is awakening and attempting to retake its place as the rulers of the earth. The earth god lies in wait on the "Broken Bridge" between North and South Vestuul. It's disdain for humanity is fierce and it will destroy any who attempt to pass without permission. Instinct: To defend the earth

      • Lay in wait until intruders approach
      • Appears as normal rocks and dirty when not engaged
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    • Dungeon Harpie Solitary, Large, Stealthy, Devious, Intelligent, Hoarder, Planar, Terrifying
      Toxic Deceit (b[2d8] damage) 24 HP 0 armor
      Ignores Armor, Near

      These are foul, deceitful creatures. They feed off of pain and sorrow of human beings, so technically, they dont always desire to kill humans...but they certainly desire to hurt them. Using darkness as their ally, they send their voices, dark and sweet like molasses, into the minds of nearby humans. They like to try them near dark, shielded areas, where they can devour and torture their prey in private. They live alone, for they would otherwise kill each other. They are disturbing in appearance--the head and hair of a woman, eyes crusty with blisters and their mouths are cut around the edges, where they have screamed violent, hateful accusations with every fiber of their being, turning their prey deep down into shamed, horrified madness. They need the pain of humans to survive, and will often keep prisoners to torture for years until the human eventually dies naturally or, more likely, commits suicide. They keep to the shadows until they can use their appearance to frighten their victims, but if caught in the open, will use talons and piercing screams to tear flesh and stun, respectively. When outnumbered, they often self-mutilate, using their own pain as a last resort to gain a small amount of power to take down their attackers. They do not die naturally, but they can be killed. Their nature has a small amount of hope, but only a few in several million can lessent their hatred towards humanity. Instinct: It feeds on human pain to survive

      • Uses its claws to tear flesh
      • Feeds upon psychological pain
      • Seeks to torture and kidnap rather than murder
      • Seduces unknowing humans into a sense of safety before showing their true form and nature
      • Uses darkness to conceal their appearance until they have no choice
      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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    • Goblin Otyugh Wrangler Group, Small, Intelligent
      Wrangler (d6 damage) 6 HP 0 armor
      Close, Reach, Near

      A small number of goblins are tasked with keeping the otyugh fed with offal and corpses. They use long staffs with crescent-shaped ends to wrangle the creature when it pulls itself up from the pit. Instinct: Keep the otyugh fed

      • Trip enemy up
      • Hold enemy in place
      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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