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  • kraken Solitary, Huge, Cautious
    tentacle (d12+7 damage 1 piercing) 24 HP 3 armor
    Reach, Forceful

    Instinct: to nest

    • drag ships down to its lair
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  • Esther "Spook" Solitary, Small, Stealthy, Intelligent, Hoarder
    Rapier and daggers (b[2d10] damage 1 piercing) 12 HP 1 armor
    Close, Near
    Special Qualities: Darkvision

    Halfling thief? Where? I can't see anything... Instinct: to acquire treasure

    • Strike from the shadows
    • squeeze through tight spaces
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  • Elerondir Solitary, Intelligent, Hoarder
    Elven Bow (b[2d10] damage 2 piercing) 12 HP 0 armor
    Close, Near, Far

    Nobody bets against an elf in an archery contest. But this elf is ahead of his entire class. And if you value your money, don't bet against him in anything. Instinct: to gamble

    • Use an arrow of unusual make
    • sense the best route
    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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  • Xenon the Whimsical Solitary, Magical, Stealthy, Intelligent, Cautious, Hoarder, Terrifying
    Magic Missile! (b[2d10] damage) 16 HP 7 armor
    Close, Near, Far

    They kicked him out of the academy. Very powerful, but only skilled in drinking. Instinct: to reclaim the Dwarf King's Crown

    • Cast a spell of great power but little skill
    • turn invisible or mimic a form
    • stick objects together
    • shroud himself in a cloak of fear
    • animate nearby matter into an elemental
    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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  • Ashur Shigar - Half-Ogre Gladiator Solitary, Intelligent, Hoarder, Terrifying
    The Impaler (b[2d10+4] damage 2 piercing) 12 HP 1 armor
    Close, Messy

    A half-orge, half-man, bred for fighting in the arena. I hear some adventurer bought him after he got injured in a fight... Instinct: to seek glory in battle

    • Use a dropped weapon
    • Grandstand
    • Show Mercy
    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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  • Dwarf Rebellion Leader Solitary, Organized, Intelligent
    Spiked War Mace (b[2d10+4] damage) 16 HP 1 armor
    Close, Forceful, Ignores Armor

    The leader of the Dwarf Uprising is not a dwarf who likes to be messed with. He is unbelievable tough and very aggressive. The long spikes protruding from the massive anvil-shaped mace can cave in a skull with a single blow. All the Dwarf Leader requires is that his people are treated fairly as the Elves and Humans treat one another. Too long have Dwarves been treated as manual labor and they want their fair shot at upper society. Instinct: To seek equality for his people

    • Demands equal treatment of Dwarf-kind
    • Call on his Dwarven brothers to aid in battle
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  • Captain, Pirate Group, Stealthy, Organized, Intelligent, Hoarder
    A stolen cutlass (d8 damage) 6 HP 1 armor
    Close

    Pirate Captains tend to lead a small, rag-tag crew of scoundrels. They pillage and plunder from anyone that seems like an easy target. Pirates are smart, and pick their fights wisely - if a fight doesn't seem worth the effort, they retreat until a better opportunity presents itself. Instinct: To pillage and plunder

    • Duel with great skill
    • Lure them into an ambush
    • Call on an ally to create an opening
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  • Elvish Guard Captain Group, Intelligent, Cautious
    Golden Elvish Longsword (b[2d8] damage 2 piercing) 6 HP 6 armor
    Close, Reach, Near

    The Elvish Guard Captain lacks the noble, proud visage that he portrays. Power is his ultimate prize and he will turn on his closest friend or use the full capacity of his City Guard to fulfill his own whims. The Guard Captain cannot be trusted unless what you offer him is more valuable than his other offers. And believe me, he has other offers. Instinct: Seek the promise of power

    • Command his guard to hunt down enemies
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  • People of the Wood Horde, Devious, Planar, Amorphous
    Creepy Gaze (w[2d6] damage) 10 HP 2 armor
    Close, Far

    "You see that face in the side of the tree outside the window? It sees you too. How about that one there in the woodgrain on the rafters? Yeah, they're watching us." The old man shifts in his seat to get closer to the youthful entrepreneur. "I hear you plan to go into the heart of the forest, that you have it in your head to start a lumber-mill in these parts. You wouldn't be the first who tried. I'll give you the same warning I gave them: Stay here, the People of the Wood have no problem with you here, but if you continue...well, if you're lucky, you might come back like ol' Carl." With a thumb jab he indicates a jumpy and sad looking middle aged man who spills his ale on himself as soon as he hears his name. "I've seen that look before...you don't believe me. Suit yourself, but when your screaming some madness about how you didn't mean to hurt them, be sure to tell them I told you so." Instinct: To protect the forest

    • Observe everything
    • Cause fear/paranoia over time
    • Predict the future based off the past
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  • Dark Elf Priestess Group, Magical, Stealthy, Organized, Intelligent
    Spider Bites (d8 damage) 10 HP 4 armor
    Close, Ignores Armor, Far

    The Drow priestesses are known to be vicious and cunning. They want to take vengeance on all those who live in the Overworld, and use their terrible influence over the communities of Dark Elves and their tamed Driders in order to do so. They ignore pain yet enjoy causing it. Their ability to cast magic is uncanny. Instinct: Stalking the Overworld People

    • Rallying the Drow
    • Create Hallucination
    • Summon Drider
    • Call the 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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