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  • Dark Creeper Group, Small, Stealthy, Magical, Intelligent, Hoarder
    Dagger (d8 damage 1 piercing) 6 HP 0 armor
    Close

    Deep elves, abyssal dwarves, greyskin gnomes... you know about the denizens of the Underworld, lad. But wait til you hear about the Creepers. Before they were driven from the surface by war, plague or somesuch, they were like you and me -- human. They didn’t have the elves’ magic, the dwarves’ runes or the gnomes’ science. They could only rely on their wits and their hard work to adapt to the darkness, and to the horrors that dwell down there. And like all of us humans, they adapted exceptionally well. Instinct: Instinct: To steal magical treasure.

    • Destroy light by magic
    • Surprise them with a calculated, silent attack
    • Die in spontaneous combustion, blinding his killers
    • Use a magical trinket to save his skin
    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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  • Morton Scumble (esq.) Solitary, Cautious, Intelligent
    Crude crossbow (w[2d8] damage) 12 HP 1 armor
    Close, Reach, Near, Far

    “Step right up, friends! Within this caravan (the most honest trading vehicle this side of the vale, I can assure you) I can provide an elixir to cure your most savage ills! The patented cure to Traveller's Nuralsia; freshly picked mandrake root (bulk discounts available); or perhaps a little something to maintain your vigour on the dusty road sir, hmm? All this, and more, at a price most reasonable! Step right up!" Instinct: To sell his product at the best possible profit

    • Offer dubious tonics and elixirs
    • Put others between himself and danger
    • Throw a volatile concoction at the enemy
    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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  • Mala Nabi, Shaman of the White Peak Solitary, Divine, Intelligent, Hoarder
    Untempered Spirit (d10 damage) 18 HP 1 armor
    Close, Near, Far
    Special Qualities: Frost resistance

    When Khelsa Kahn united the hobgoblin tribes and turned the White Peak red, the barbarians of Hel-Krutha were scattered to the winds. Forced to swallow their pride or die without honour, many fought for the weak city folk or drowned their sorrows, doing their best to forget the past. But Mala Nabi is not “many”. She did not grow soft on thin wines and petty squabbles. She kept the old ways, and she never forgot. Though she has lost much, the spirits have given her new hope. After so long, she must return to the White Peak to complete a ceremony that might just restore the honour of an entire people. Instinct: Return to Hel'krutha before the baby is born

    • Summon the fury of the elements
    • Unleash her repressed rage in battle
    • Shrug off a crippling injury
    • Bring honour to her people
    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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  • "Zalyn" Ashphynn Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder
    Poison-Tipped Throwing Darts (b[2d6] damage 2 piercing) 16 HP 2 armor
    Close, Reach, Near, Far

    In this timeline, Thanatos and Zetha Ashphynn never conceived Hoxton and Zalyn. However, they did have another child. A daughter they named Zalyn. Zetha died during childbirth but Zalyn survived. She grew up a wealthy child of high-society, but as her father's depression grew worse she suddenly found herself without money. Not only that, but Thanatos was drinking himself to death and had about as much care for her. She had always been a selfish child and wanted everything for herself. First, through bullying she was able to get things she desired. This grew into picking pockets, thievery, infiltration, and eventually murder-for-hire. As an adult, she uses these skills to give the appearance that the Ashphynn family still is noble and hold great power in Rosewood. As her father yearns for death, she is willing to steal and kill to keep her spoils. Instinct: To steal and kill for money

    • Use status to hide her vicious true identity
    • Blend in and infiltrate
    • Use magic to dampen light, darken area
    • Poison-tipped darts weaken enemies
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  • Voss Noran, Crystal Dragon Solitary, Huge, Magical, Intelligent, Cautious, Hoarder
    Sonic Roar (stun) / Crystal Claws (b[3w[3d12+7] damage 3 piercing) 24 HP 6 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Protect itself with rock-hard crystal scales

    quiet voice, slightly louder than a whisper, very smug, but inquisitive almost like a child, quick to feel insulted, gets much too close for comfort, speaks quietly as to not quake the cavern with his sonic roars crystal scales are shimmery (black, red, purple, blue), fearsome size Instinct: To gain new information

    • Demand news and rumors from captured travelers
    • Cause disorientation with sonic roars
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  • Blindheim Group, Stealthy, Devious
    Needle-like Teeth/Bite (d4 damage) 6 HP 2 armor
    Close

    Blindheims are slimy, frog-like creature with glowing amber eyes and pointy needle-like teeth. They often reside in underground caves and live in small clusters of about 4 or 5. Blindheim love to leave traps and trails that blindly lead travelers into their dark lairs. Their glowing eyes often draw creatures in only to be blinded and eaten by these disgusting little beasts. Instinct: To blind and then devour.

    • Lives in deep, dark caverns and often leave traps to lead travelers into their lair.
    • Through the dark caverns, it uses its glowing eyes to attract and then blind lost travelers.
    • A Blindheim can project intense glowing light from its eyes that temporarily blind anyone within 30ft.
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  • Demilich Solitary, Magical, Intelligent, Hoarder, Construct
    Pure Dark Energy (b[2d12] damage) 20 HP 4 armor
    Close, Ignores Armor, Near, Far
    Special Qualities: Utilize the power of its phylactery

    Some say that even beyond a lich and its terrible secrets lies a greater threat, but none dare speak of it for fear that it may hear. The mysterious stranger in the bar had strangely glowing eyes, but seemed to know what it was talking about, almost first hand. But that would be impossible to survive, right? Instinct: To un-live

    • Instantly destroy its foes
    • Summon pure chaos energy
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  • The Primarch Group, Stealthy, Magical, Organized, Intelligent
    Dark Energy (d8 damage 1 piercing) 6 HP 0 armor
    Close, Ignores Armor, Far

    "Iä, iä, the Great One cometh! Hail the mighty Lord of Death and Chaos! All hail its servant on earth, the Primarch, dispenser of wisdom and justice, who shall come to bring down the mighty from their thrones! He who assumes the guise of ordinary men, but is greater than all men! All hail the Great One, and his scion, the Primarch! Iä, iä!" Instinct: To usurp

    • Seize power
    • Disguise himself as an ordinary man
    • Summon undead
    • Summon cultists
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  • Skeletal Hulk Solitary, Large
    Skeletal fists (d10+2 damage) 20 HP 3 armor
    Forceful, Near

    Few men survive an encounter with this mindless mess of resurrected giant bones. No one is quite sure where exactly the liches responsible for its creation found the enormous ribs and femurs to put it together, and accordingly, it's construction is never quite managed by ordinary necromancers. Instinct: To destroy

    • Smash its enemies
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  • Bitey-Squeezey (Giant Python) Solitary, Large, Stealthy, Divine, Intelligent
    Crushing coils, fangs (d12+2 damage 1 piercing) 18 HP 2 armor
    Forceful, Ignores Armor

    An enormous python, worshiped by the goblins who named it and offer it tribute. She'll eat you alive! Instinct: to slowly devour

    • Squeeze the life out of them
    • Mesmerize them with a glare
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