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  • Greenscale Saurus Group, Organized, Cautious, Hoarder
    Warclub (b[2d10+2] damage) 10 HP 5 armor
    Close
    Special Qualities: Amphibious

    The Saurus were bred by the Old Ones in response to the physical frailty of the Slann, and the subsequent requirement for a strong and numerous warrior breed to protect them from the more numerous Younger Races. It is unknown when exactly, or how, the Saurus were conceived, but it is believed they were adapted from the native lizard species and their sturdy construction is a testament to such a heritage. Standing taller than any man, the Saurus are the backbone of the Lizardman society's armies. Exceptionally strong, and covered in thick, thorny scales, the Saurus are brutal and savage foot-soldiers, with a formidable ability to both take and deal damage. However, they are confined to using only hand-to-hand weapons, as their primitive brains have proven largely incapable of mastering more complicated tools, like bows. Saurus live for thousands of years - they have never been known to die of old age - if they are not killed in combat, and never cease growing, becoming larger and tougher as the centuries elapse. Many of the heroes and leaders of the Saurus have risen to prominence by being essentially unkillable in combat. In fact the scales of a Saurus became thicker and stronger throughout the ages. Instinct: to destroy what is commanded

    • Soldier on without care for wellbeing
    • Bellow for assistance
    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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  • Greenscale Skink Group, Small, Stealthy, Organized, Intelligent, Hoarder
    Blowpipe (d8 damage 1 piercing) 6 HP 1 armor
    Close, Near, Far
    Special Qualities: Amphibious

    From Greywall's beastierie: "What I find most interesting about these specimens is the distinct difference in coloring. Living in the jungle has brought about changes in their biology to help them adapt to the shift in environment. The scales have turned an amazing array of mottled green shades, presumably to aid in their camouflage in the underbrush. This particular subset of the species, which I have heard termed the 'Skink' by the local caravan guards appears to be the more intelligent of their species, able to handle ranged weaponry with practiced skill and with the forethought to brew some type of sap poison to coat their darts with that tastes remarkably of rock candy. They're commonly seen in company of the largest recorded members of species, the Kroxigore, as de facto leaders and scouts. " Instinct: to abduct victims

    • Patrol the jungle with a watchful eye
    • Fire a poisoned blowdart
    • Summon others with hunting horn
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  • Savage Apes Horde, Small, Organized
    Flailing arms (d6 damage 1 piercing) 3 HP 1 armor
    Close

    The hooting grew louder, and suddenly a swarm of apes swung into view. They were not large, but powerful, with the painted faces of mandrills and the powerful arms of chimpanzees. They fell on us like a rain, piling onto us and pummeling with their rock-hard fists, shrieking and hooting all the while. Instinct: Obey the Ape King

    • Swarm through the trees
    • Pile on a foe
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  • Tellik's Faithful Group, Stealthy, Intelligent
    Vicious fangs (d8+2 damage) 10 HP 1 armor
    Close, Forceful

    Pale skin, like waterlogged corpses, but withered flesh, like dessicated mummies. They sprang from the bone piles and surrounded us in an instant. Strong, and tough, but we drove them off, though Fulgrim lost half is hand and a big chunk from his calf. Instinct: To consume

    • Feast on flesh
    • Spring from ambush
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  • The Black Beast Solitary, Large, Magical, Divine, Hoarder, Planar, Terrifying
    Teeth and claws of shadow (b[2d10+6] damage) 22 HP 4 armor
    Forceful
    Special Qualities: Flow like dark waters

    At first glance, it looked like a huge, winged tiger, all made of shifting shadows. When it moved, though, the proportions shifted and changed in a most unnatural way - as if the shadows were not used to having to hold a shape and form in the material world. It flowed, liquid-like, through its paces and, when it took to the air, the distortions were even worse. Sometimes, it seemed to pass portions of its body through solid objects, but other times, it moved around them. The shadows followed it, and cloaked it, and sprayed out over its foes. Through it all, the vicious, slashing claws and teeth, black as night, black as the void, cut and danced. Instinct: To guard the pit

    • Rend a foe limb from limb
    • Wrap shadows around itself or a target
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  • Archmage Finley Thazar Group, Magical, Divine, Devious, Intelligent
    Elemental Flame (2d6+4 damage) 20 HP 6 armor
    Close, Reach, Ignores Armor, Near, Far

    The Archmage is the true leader of Highwatch. His commands are carried out without question and he is seen as almost god-like. He has long white hair and wears a long flowing red robe with golden threads woven into arcane runes covering the sleeves. He has a smooth, shaven face with a sharp jaw-line. Archmage earned the surname Thazar from his followers which translated from ancient elven means "god of death." He can summon an elemental flame that takes the shape of a long, winding serpent. Commanding this dangerous magic, it swirls around enemies burning them and burning away all their oxygen. Instinct: Seeks power to become a living god.

    • Uses the dark magic of the void to teleport himself short distances.
    • Casts a confusion spell that when cursed, the creature must roll+CON. On a 10+, they are not affected. On a 7-9, they will attack anyone near them. On a 6-, they are struck clueless for a few moments or until attacked.
    • The Archmage uses powerful defensive magic and is difficult to kill.
    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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  • Highwatch War Wizard Solitary, Magical, Intelligent, Cautious
    Two-Handed Arcane War Axe (b[2d10+4] damage 3 piercing) 12 HP 5 armor
    Close, Forceful, Near

    Highwatch War Wizard's are the elite graduates of the foot soldier class. These are battle-ready arcane heralds of death and destruction. They always appeared unarmed until suddenly a glowing red pulse begins to emit from their hands. The swirling, blood-red magic twists itself into a 4ft. magical battle axe of pure energy. War Wizard's are terrifying in appearance and are as powerful as they are intimidating. They wear a heavy dark red hood with only a black wooden mask carved into a skull protruding from underneath. Enchanted onyx pauldrons sit atop their shoulders with a flowing cape and black boots. Instinct: To kill and destroy anything standing between Highwatch and its goals.

    • Carries out more important and dangerous tasks for the Highwatch Archmage.
    • Casts arcane fireballs that deal 1d6+4 burning damage.
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  • Highwatch Foot Soldier Group, Stealthy, Magical, Organized, Intelligent
    Rapier (d8 damage 1 piercing) 10 HP 1 armor
    Close, Reach, Near

    The Highwatch Foot Soldier are weaker wizards in training. The Highwatch Archmage is their leader and they will follow his orders until death. Foot soldiers that prove themselves before Highwatch are taught more powerful magic and can rise in rank. Highwatch Foot Soldiers usually wear shortened red robes with leather armor underneath. Instinct: To follow all orders given from the Highwatch Archmage.

    • Carries out day to day Highwatch work and errands.
    • Sticks to the shadows and attacks the unaware.
    • Fires weak arcane blasts that deal 1d4 damage.
    • A dwindling group of foot soldiers will scatter when outnumbered or overpowered.
    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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  • Boitatá Solitary, Huge, Magical, Divine
    bite and burning body (d12+5 damage 2 piercing) 20 HP 4 armor
    Reach

    The Boitatá is a colossal snake of fire that protects fields against those who set wild fires on forests. It lives in the waters and can also turn a log on fire, burning those who put fire in the woods and forests. Instinct: guard the fields against those who commit fires

    • move like a serpent
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  • Temple Crawlers Horde, Tiny, Devious, Hoarder
    Sting (d4-2 damage) 3 HP 0 armor
    Hand
    Special Qualities: Travel through tiny tunnels in the walls and floors

    "They'd been stalking us for day, but we never saw them. See, the place was riddled with these little holes - in the walls, in the floor, in the ceiling - and they'd use those for getting around. So, yeah, never saw them. But we knew they were there, because our stuff kept vanishing. First, I woke up and a quiver of my arrows was just gone. Little scrape marks around where it had been sitting, no other sign. Next day, Fulgrim's whining about how his food bag, with all his jerky and figs, was missing. Stuff like that. "Then, as we're climbing up out of this hole in the side of the temple, Fulgrim's the last one out, and he comes barreling out of there, swinging his torch around him like a maniac. Almost clips me in the side of the head with it. Says they started popping out of the little holes as soon as he was alone - dozens of 'em. Says they were spiders, about the size of a big rat, with the heads of bats. Maybe stingers, he says, like scorpions. Coulda had wings, maybe. He didn't stick around to find out. "We started setting double watches after that." Instinct: To collect items

    • Steal an item
    • Swarm over a foe
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