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  • Winter Wolf Group, Large, Stealthy, Intelligent
    Bite (d8 damage) 10 HP 1 armor
    Ignores Armor, Near
    Special Qualities: Frost breath

    The great white wolves of the north are sometime friends to Giants and hostile to the rest. Bad enough they're too-large in size, but that they breathe ice and speak the tongues of common folk and Giants is reason enough to avoid them at all costs. Instinct: To hunt

    • Breathe a blast of frost
    • Distract and flank using the pack
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  • Liele Solitary, Stealthy, Cautious
    knives (b[2d10] damage 2 piercing) 12 HP 2 armor
    Close, Far

    A young adult, a girl, who's eyes are blindfolded yet she can see through ten floating eyes. She attacks with floating knives that she commands via finger tips. Instinct: To kill sinners

    • Knife throw
    • charming face with quick slash
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  • Dracobat Horde, Construct
    Claws, teeth (d6 damage) 3 HP 1 armor
    Close
    Special Qualities: Flying, wall crawling, Spawn of Ferragrim

    Half bat, half dragon, all trouble. Instinct: To ambush

    • Flying nuisance, troop transport
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  • Gnome Illusionist Solitary, Small, Magical, Intelligent, Hoarder
    Nightmare Bolt (d10 damage) 12 HP 1 armor
    Close, Ignores Armor, Near, Far

    Illusionists are often dismissed by the magicians of other races as creating no real magic, just phantasms of smoke and echo. The illusionists know better. They say that the occult formulas of man's wizardry are a lie. The secret symphony of the elven arcanist, too. They say all magic is a lie, told to the universe, so convincing that it fools light, hoodwinks time, and deceives death itself. All magic is illusion, and so illusion is the highest magic of all. Instinct: to trick the senses

    • create the appearance of something that is not real
    • hide something using magic
    • see the truth behind the veil of illusion
    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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  • Gnomish gurrila Group, Small, Stealthy, Organized, Intelligent
    crossbow (d6+1 damage 1 piercing) 6 HP 2 armor
    Close, Near, Far

    “Shadow is mother to the Gnome. Yes, In our blood runs the sap of the elven vale and the stone of the dwarven mine, but what of it? It was the shadow we hid in when, all too often, our kin scorned us. It was in shadow we found one another. It was in shadow we hid when the nations of Elf and Dwarf alike fell to the enemy, and it was from the shadow we struck and took this land for our own. Come, young one. Meet your mother.” Instinct: to ambush

    • attack from a concealed, camouflaged position
    • spring a trap
    • regroup
    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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  • Duergar Warrior Group, Small, Organized, Intelligent, Cautious
    Crossbow and Hammer (d8 damage) 10 HP 3 armor
    Close, Near
    Special Qualities: Enlarge Self, Become Invisible

    The deep cousins of dwarves, twisted by their life in the deep in close proximity to the drow and unspeakable aberrations. Their society is rigidly structured and has no sympathy for the weak. Instinct: Enslave all but Dwarves... they die.

    • Fire crossbow then leap into battle.
    • Call of the Deepfolk, When attacked and solitary a Duergar will raise the hue then turn himself invisible until aid arrives.
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  • Skeleton in a Barrel Solitary, Stealthy, Cautious
    Rusty sword (d10 damage) 4 HP 1 armor
    Close, Near

    Poor Skeletons. The ultimate patsy of the undead, clattering along and knocked to pieces with the simplest blow. However, they are probably the smartest of the undead footsoldiers avaliable - they have a strange and canny knack for ambush and tend to enjoy laying traps for people. Having said that, they're still not very bright. The most common form of ambush is to hide in a barrel and wait for years until an adventurer passes by. Poor Skeletons. Instinct: To suprise the living

    • Ambush unsuspecting adventurers
    • Hide in the surroundings
    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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  • Reekeesik Rat Lord Solitary, Magical, Divine, Intelligent, Terrifying
    Hurl rats (d10+2 damage) 12 HP 4 armor
    Close, Reach, Ignores Armor
    Special Qualities: Covered in a pulsating swarm of rats.

    The rat lord is a human high priest, chosen by his followers, and blessed by Reekeesik. At all times he has several rats crawling around his head--a sort of crown denoting his status. The rat lord can summon a swarm of rats to cover his body by sacrificing a python to Reekeesik. These rats not only provide protection, but can also be hurled by the dozens at an opponent. Once a rat lord has been crowned, he or she will travel from steading to steading, unleashing his disease-carrying swarm upon the inhabitants. Instinct: To spread disease.

    • Cover them with a swarm of rats.
    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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  • Reekeesik Cultist Horde, Stealthy, Organized
    Dagger (d4 damage) 3 HP 0 armor
    Close

    Dirty and covered in rags, these men and women scour the sewers and caverns of the world, on the lookout for the ancient shrines of the rat god, Reekeesik. They often carry cages filled with cats and birds of prey--animals they will sacrifice at the shrines in an effort to awaken their dormant rat god. Instinct: To awaken Reekeesik.

    • Gang up on them.
    • Pierce skin with sharpened, infectious fingernail.
    • Call for help.
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  • Khark, Corrupt Druid Solitary, Divine, Magical, Intelligent
    Beast-form claws (d10+2 damage) 18 HP 1 armor
    Close, Near

    Raised in the wilds of the Towering Mountains, Khark grew up learning the secrets of beasts and spirits, and grew distrustful and hateful of anything constructed by the "civilized" races of the world. In a strange alliance, his destructive aims ended up aligning with the goals of the Empress-Hierarch Dahlia, and he now stands with her against the titans. Khark is in his natural form an Elf, garbed in hide, with eyes like a great bird-of-prey. But more frequently he takes to the skies as a bird or wriggles into dark places as a serpent. Dahlia frequently sends him on scouting and infiltration errands, and when not so engaged, he watches over Tenebria and guards her. Instinct: To tear down symbols of civilization

    • Transform into a beast of the wild
    • Call on primal spirits of fire, water, earth, or air
    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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