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  • Blood Warriors Horde
    Bare Hands (d6+2 damage 2 piercing) 11 HP 0 armor
    Close, Forceful

    Pulsing blood red tattoos cover the hulking form of this transformed warrior. Muscles and bone structure that defy what would be found in nature, these warriors are the ultimate expression of violence in defense of the island. Instinct: MURDER, DEATH, KILL

    • Fight fiercely
    • Charge recklessly
    • Howl maniacally
    • Leap wildly
    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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  • Tribal Warriors Horde, Intelligent
    Spear (d6 damage 1 piercing) 3 HP 0 armor
    Close, Reach

    Inscribed in blood red tattoos and wearing minimal cloth coverings, these warriors are strong and quick. Instinct: To protect the war chief

    • Use spears to surround a foe
    • Cut off an escape
    • Appear from the brush
    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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  • Chief Jugget Bo Group, Magical, Organized, Intelligent
    Blood Magic (d8 damage) 6 HP 1 armor
    Close, Ignores Armor, Far

    A black mask carved from petrified wood with wooden tendrils extending in every direction covers the face of this tall warrior priest. A gnarled obsidian staff adorned with bones is his only weapon. Instinct: To protect the island at any cost

    • Gesture threateningly to frighten off outsiders
    • Spill blood to cast a dangerous spell
    • Summon more warriors
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  • Daggerfiend Solitary, Tiny, Stealthy, Devious, Intelligent, Planar, Construct, Terrifying, Amorphous
    Many daggers (b[2d6-2] damage 2 piercing) 15 HP 5 armor
    Hand, Reach, Near
    Special Qualities: Connected to its master, Made all of bloody blades

    A tiny imp, crafted of metal scales and bones and blades and imbued with a demonic spirit. These minuscule steel assassins are made by wizards to kill any who would oppose them. They can call upon their demonic nature to call other minor fiends to this world, in service of murder - favorites include poison imps and fire imps. Instinct: Assassinate its master's enemies

    • Send razor-sharp daggers in every direction
    • Vanish in a glint of shimmering light
    • Appear from nowhere
    • Conjure another fiend
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  • Flamespeaker Orc Group, Organized, Intelligent
    Greataxe (d8+4 damage) 10 HP 1 armor
    Close, Forceful
    Special Qualities: Fireproof

    These terrible creatures are born by orcish blessing under the sign of fire. Their thick, leathery skin, burning rage, and mighty axes make them a terror in combat... But it is their terrible flame-breath that makes them a true monster! Instinct: Destroy the settlements of man and elf

    • Let forth a spray of fire
    • Lead the charge
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  • Ghöl Soldier Horde, Organized, Intelligent, Cautious
    Talons, teeth, and sword (d6 damage 1 piercing) 11 HP 3 armor
    Close

    Ghöl soldiers are the armored infantry of the emperor’s armies. Merciless, relentless, and hungry; they are the harbingers of the famine to come. Instinct: To advance the empire

    • Gnaw off a body part
    • Reinforce the ranks
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  • The Warlord of Terror Solitary, Stealthy, Divine, Magical, Organized, Intelligent, Cautious, Terrifying
    Dark sword (b[2d10+6] damage) 12 HP 4 armor
    Close, Forceful
    Special Qualities: Avatar of Terror

    The Warlord of Terror draws on fear as a weapon in itself. He inflicts it on his foes by his terrible manner and dark pacts. He inflicts it on his allies, driving them to greater heights for fear of him. And he uses it to strengthen himself, cultivating a deep fear of death in order that he may always fight his strongest. With this fear, he walks forth and conquers, knowing that nothing anyone can do is more terrible than what he has already imagined. Instinct: To conquer and enslave

    • Strengthen minions via fear
    • Weaken foes with weaponized terror
    • Weave fear to bind people
    • Command terrified minions to attack
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  • Android Solitary, Intelligent, Construct
    Metal fists (1d8) 12 HP 2 armor
    Close, hand, near, far
    Special Qualities: Immune to stun, Immune to charm, Immune to gas, Immune to paralysis, Immune to illusions, Half damage from heat and acid, Electrical damage does +1d4

    Appearing like an idealized human, androids can use any of the vessel's technology or weapons. They cannot utilize magic of any kind. The wear uniforms varying with their function. Instinct: To follow its programming.

    • Appear human except at hand/intimate range
    • Lightning quick AI
    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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  • Arseface Group, Organized, Intelligent
    Club (b[2d8+2] damage) 10 HP 2 armor
    Close, Forceful

    A big ugly thug Instinct: Upset the System

    • Rouse Rabbles
    • Get him boys!
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  • Thorny (Vegepygmy Hound) Group, Small
    Thorn Claws (d6 + d4 damage) 11 HP 1 armor
    Close, hand
    Special Qualities: Piercing weapons do only 1 damage.

    These creatures are quadrupedal versions of their Vegepygmy masters. Their bodies are comprised of vegetable matter with a hard outer layer of matted plant material. Their claws and teeth are long, wicked thorns. A band of Vegepygmies has 0-2 Thornies. Instinct: To obey Vegepygmy commands.

    • Blends into natural backgrounds.
    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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