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  • Arcane Golem Group, Magical, Construct
    Lightning Fists (d8+2 damage) 14 HP 4 armor
    Close, Forceful
    Special Qualities: Crafted of stone and magics

    The guardians of the tower Instinct: Guard the tower

    • Advance and destroy
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  • Acolyte of the Wind Horde, Organized, Intelligent
    Dagger (d4 damage) 3 HP 0 armor
    Close

    The rank and file of the Cult. Instinct: to serve

    • Sacrifice to their Master
    • Call to the Children
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  • Hargoth "The Hermit" Marlik Solitary, Magical, Intelligent, Terrifying
    Tyrant's End, his Greatsword (b[2d10+2] damage) 12 HP 2 armor
    Close, Reach
    Special Qualities: Feathered Horror

    Hargoth was once a renowned hero, the slayer of the tyrannical wizard-king of Agg-Ganoth. He took residence on the Talon to watch over the cursed ruins of the tower. However, he is now an old man, lessened from his once legendary stature and addled in the mind. Though his skill with weapons has not decreased much. Due to Achahkk's influence on the Talon, he has began the change to an Aviak and wishes to obey his Master's will and open the sky. Instinct: To serve Achahkk

    • Fight like a man possessed
    • Call upon the wind
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  • Winged Swarm Solitary, Huge, Amorphous
    Beak and claw (d8+3 damage) 23 HP 3 armor
    Reach

    A cloud of Acchahk's children. They fly en masse, leaving nothing but picked clean bones in their wake. Instinct: To consume

    • Tear with beak and claw
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  • Marcus Solitary, Intelligent
    Hunting Bow (d10 damage) 12 HP 1 armor
    Close, Near, Far

    A leather-skinned mountaineer who may be one of the most knowledgeable men alive in regards to the Talon. Sadly, also a recent convert of the Winged Wind. Instinct: To survive

    • Find a traversable route
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  • Wasp Riders Horde, Tiny, Devious, Organized, Planar, Construct, Terrifying
    tiny spear (b[2d4-2] damage 1 piercing) 7 HP 0 armor
    Hand, Far
    Special Qualities: flying, very tiny, difficult to hit because it is so small, not smart, in telepathic contact with hive queen

    at first it just looks like a wasp- upon closer examination, it has a tiny, horrible rider Instinct: destroy humanity

    • swarms and kills
    • poisions bare skin
    • hive swarm- telepathy with hive queen- sends reinforcements
    • from the future to destroy humans first
    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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  • Ham Hammers Group, Stealthy, Devious, Organized, Intelligent, Hoarder
    crossbow attack (d6 damage 1 piercing) 6 HP 0 armor
    Close, Reach, Far

    Ham Hammers is a smugglers, he runs "the Cup and Cudgel" tavern in your local town. Don't cross him, and make sure he don't cross you. Instinct: greedy for money- will sacrifice all to make a deal

    • quick draw attack
    • trip
    • bribe- can call in favors from all around town
    • reinforcements-known connections around town
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  • Throthgar the Pirate Group, Intelligent, Hoarder
    Ruby Cutlass (b[2d8] damage 1 piercing) 6 HP 3 armor
    Close

    Throthgar loves treasure and hates betrayal. As long as you're helping him get rich, you're his best friend. The second that ends, so do you. Instinct: To plunder riches

    • Disembowel an enemy
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  • Water Elemental Solitary, Huge, Magical, Divine, Devious, Intelligent, Planar, Amorphous
    Forceful Wave (d10+5 damage) 27 HP 7 armor
    Reach, Ignores Armor, Near
    Special Qualities: Liquid form, physical attacks have no effect

    The Water Element is the warden of the Krag Island Cluster. Because of the ancient curse cast on the island, anyone who inhabits it is sentenced to die there. The Water Element destroys all ships that venture too close and will not allow anyone to leave once abandoned there. Using its own mass, it can summon creatures made of mud from the land itself to subdue enemies. Instinct: To keep visitors on the island

    • Ward the Krag Island Cluster
    • Summon mud monsters the land
    • Immune to physical damage
    • Ancient being of divine duty
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  • Dragonbred Gorilla Group, Organized, Terrifying
    Heavy Clawed Hands (b[2d8+4] damage 1 piercing) 10 HP 1 armor
    Close, Forceful, Near
    Special Qualities: The size of a gorilla with the trappings of a dragon

    Mysteriously bred with ancient drakes, the Dragonbred Gorilla is a fiercely territorial animal. While clearly a gorilla, it is slightly larger in size, has scaled skin, lifeless wings, two massive sharp fangs, and massive hands with sharp dragons claws. Instinct: To feed its family

    • Aggressively defend its territory
    • Scream out for help
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