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  • Exploding Spore Pods Horde, Small, Organized
    Explosive touch (d6 damage 1 piercing) 1 HP 0 armor
    Close
    Special Qualities: Hoverer, Fungal Sonar

    These floating Pods resemble green furry balloons. They seek out living matter using a strange "fungal sonar" and once they detect a suitable target, they slowly but relentlessly fly toward it. If they are struck or otherwise bang into something (eg., their target) they immediately explode, covering everything in close range in sticky, acidic spores. The target will now attract more Pods until the spores are washed off, which is a difficult process. Instinct: To cover lifeforms in sticky, acidic spores

    • Detect Lifeforms using Fugal Sonar
    • Explode on target, covering it in acidic spores
    • More Pods home in on spore-covered victim
    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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  • Hermit Dragon Solitary, Huge, Intelligent, Magical
    Claws and bite (b[2d12+7] damage 2 piercing) 20 HP 2 armor
    Reach, Forceful
    Special Qualities: Dragonfear

    Absolutely devoted to eventually escaping the Dungeon, the Hermit Dragon has spent ages poring over secrets, investigating the workings of the Dungeon, and scribing spells the likes of which the world has rarely seen. I hope you've got some juicy information to offer it if you interrupt it, though. Behind its robe-draped form is a barely-contained engine of primordial power, waiting to unleash itself on those foolish enough to interrupt its singleminded research. Instinct: To continue its lonely research

    • When left alone, assume an innocuous human form
    • When bothered, wither interlopers with merely a glare
    • When enraged, breathe elemental force
    • When appeased with new knowledge, reveal a secret hidden for ages
    • When confronted, reveal yourself in all your terrible glory
    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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  • Warden Solitary, Large, Divine, Intelligent, Construct
    Bladed hands (d10+4 damage 4 piercing) 22 HP 3 armor
    Ignores Armor
    Special Qualities: Unliving Body

    Wardens are spindly constructs made of porcelain and chromed steel, all straight lines and beautiful curves and sharp edges. They move with perfect grace, often slow but sometimes blindingly fast. Wardens come in a number of shapes and sizes, but all have arms, legs, and a head, sometimes more than the default. Their arms end in savage, bladed fingers, and their smooth porcelain masks have eyes but no mouth with which to speak. All of them have but one goal - to prevent any inmate from escaping the Dungeon. Instinct: To ruthlessly slay escapees

    • Investigate the area for signs of escape
    • Ignore pleas for mercy or reasons to stop
    • Advance silently and implacably
    • Rend with bladed hands
    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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  • Warden Group, Large, Intelligent, Construct, Amorphous
    Bladed hands (d8+4 damage 3 piercing) 17 HP 4 armor
    Forceful
    Special Qualities: Relentless and Unstoppable, Replace Damaged Parts

    Tall, spindly constructs made of porcelain and chromed clockwork, the Wardens are the judge, jury, and executioner for inmates of the Dungeon. No two Wardens are exactly alike, but all have blank porcelain visages without mouth or nose, and all have bladed hands capable of slicing through stone and metal. Any attempt at escape from the Dungeon is met with ruthless, lethal force. Instinct: To remorselessly slay those who attempt escape

    • Rend with bladed hands
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  • Rendril the Red Dragon Solitary, Huge, Intelligent, Hoarder, Terrifying
    Fire breath (b[2d12+7] damage 1 piercing) 24 HP 4 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Wings, Blood-red scaled body with a scorched the black face

    Dead black eyes peer through blistered cracked eyelids. Rendril lives to protect his late father's most coveted possession, a ring. Instinct: To protect the ring

    • Breathe flames and scorch his enemies
    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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  • Lord of Flame Group, Large, Planar
    Flaming Sword (d10+2 damage) 10 HP 2 armor
    Forceful
    Special Qualities: Fiery Aura: close, d6 damage, ignores armor

    In one of the deeper pits of hell, demon children drink from the planes of pure fire. Only one in a hundred survives, but those who do are filled with power and rage. Instinct: Burn the world

    • Set things ablaze
    • Disappear into fire or shadow
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  • Flash Bunny Solitary, Tiny, Stealthy, Magical, Planar
    Telekinesis (d6-2 damage) 5 HP 0 armor
    Hand, Far
    Special Qualities: Teleport you to safety

    Instinct: To port people into awkward places

    • Teleport around
    • Teleport your weapons from hands
    • brought about by portal opening opening
    • Teleport across planes
    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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  • Young Black Dragon Solitary, Large, Hoarder, Terrifying
    Claws (b[2d8+2] damage) 20 HP 2 armor
    Special Qualities: Dragon Fear

    A young, pony-sized black dragon Instinct: To accumulate a horde

    • Spray acid
    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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  • Hunter of the changing breeds Group, Stealthy, Magical, Intelligent, Cautious, Hoarder
    Silver Swords (d8 damage) 6 HP 3 armor
    Close

    These hunters in their mirror scalemail go out to bring down all those that aren't satisfied with the body given to them by the gods. To change ones own form with magic or pact is sacrilege and they are judge, jury and executioners. Every Druid should be careful around this order. If you can see your face in their armor: run! Instinct: Put an end to shapeshifters

    • Lock you in one form
    • cancel a transformation
    • Bind you in spell-chains
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  • Bear Shaman of the North Solitary, Divine, Magical, Intelligent, Hoarder
    Frozen ray/bear claw (d10+2 damage) 12 HP 0/2 armor
    Close (claws are messy), Spells Ignore Armor, Near (Spells), Far (Spells)

    The shaman up north in the caves? Let me tell ye; not only is he as old as the world but he brings the snow and the blizzard every year. Don't get fooled by his fassade though. He might look frail but his body can match any young man and this is before he turns into a polar bear to maul ye. Better stay away from him. Instinct: Protect the ancient caves

    • Transform into a Polar bear // Transform back to human
    • Unleash a blizzard // bite your head off
    • Warn of ancient secret // immobilize in a bear hug
    • Hide in the snow
    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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