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  • The Emperor Wyrm Solitary, Huge, Magical, Intelligent, Hoarder, Terrifying
    Claws, jaws, and crushing bulk (b[2d12+7] damage 3 piercing) 24 HP 5 armor
    Reach, Forceful, Messy

    The biggest of its kind, even the other dragons fear it. Instinct: to dominate without question

    • Darken the sky with its wings
    • shake the world with its roar
    • breath forth an inferno
    • erupt through stonework like a volcano
    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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  • Cyclops Solitary, Huge, Intelligent
    Throw boulder (d10+5 damage) 20 HP 1 armor
    Near, Reach, Far, Ignores Armor

    Despite their immense skill at their barn-sized forges, these one-eyed giants always seem to end up wanting what other people have. Whether it be a beautiful woman, magical object, or just a piece of land, cyclopes become easily fixated on possessing certain things and get downright stubborn about having them. This often brings them into conflict with fathers-of-brides, kings, high wizards, local farmers, and well, just about anyone who has something the cyclops wants. Not inherently evil, cyclopes are simply used to getting what they want through force and intimidation. On the other hand, they have been known to reward those who bring them their objects of desire with magical weapons and armor. Instinct: To aquire the object of its infatuation

    • Demand or take something precious
    • Intimidate through destruction
    • Pick up and squeeze
    • Make a deal
    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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  • Gnargat Group, Stealthy, Organized, Intelligent, Construct
    Steely teeth and claws (b[2d8+2] damage 3 piercing) 14 HP 3 armor
    Close, Messy
    Special Qualities: Supernatural scent

    The flesh of warg, cheetah and gnoll, melded onto a skeleton of steel. Once its creator sets it on a target, it will never stop until one of the two are dead. Instinct: to hunt its target

    • Tear through protection, be it barricade, armour, or spell
    • Withdraw, so as to later strike at the worst possible time
    • Howl to summon the pack
    • Follow untiringly
    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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  • Tasse the Cat Solitary, Tiny, Stealthy, Intelligent
    claws (d10 damage 1 piercing) 16 HP 0 armor
    Hand

    Instinct: Cuddle

    • Sneak
    • lays down in your way
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  • Harpy Group, Intelligent, Hoarder
    Claws (d8+2 damage) 6 HP 0 armor
    Close
    Special Qualities: Flight

    The twisted incarnation of some long-forgotten divine punishment, harpies have the torso and head of hideous human females with the grotesque wings, legs, and tail of a bird. Vicious and shrill, they now roam in small packs seeking to fulfill their instinctual need to inflict emotional and physical pain on others through the theft of precious items. Despite their attraction to gold, gems, and magical enchantments, harpies seem to always know what each victim holds most dear whether it be a questing knight's heirloom sword or a starving man's last morsel of bread. Instinct: To deprive others of what they cherish

    • Alert other harpies
    • Distract a victim
    • Snatch a valuable object
    • Gloat from the safety of its nest
    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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  • Jabberwock Solitary, Large
    Rend (b[2d10+2] damage 1 piercing) 16 HP 2 armor

    Jabberwocks whiffle through the tulgey wood and burble through dreamscapes and other places of power, looking to rend with its powerful jaws and claws. Instinct: To wiffle and burble

    • Bites with jaws, catches with claws
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  • Gremlin war machine Group, Small, Organized, Intelligent, Hoarder, Planar, Construct
    tiny cannon barrage (b[2d8+2] damage 1 piercing) 10 HP 3 armor
    Close, Near, Far
    Special Qualities: made of iron and powered by steam.

    Gremlins, small green humanoid about the size of a humans pinkie finger, hail from a realm far beyond this one, a world of great cities of steel and stone, of mills belching fire and smoke day and night. Marooned in this realm, they seek out sources of iron and coal, claiming them using their great war machines. Miners tell of great screws that burrow from the ground, iron carts that spit blasts of hot lead, submersible boats, even once an flying ship, held aloft by a multitude of spinning blades. Thank goodness they are so rare and so small, a man sized race with their combined technology and rapaciousness would scour the earth bare. Instinct: to conquer and consume

    • attack from land, underground, sea, or air.
    • use signal flares to call allies
    • gain advantage using alien technology
    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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  • The Haunter of the Dark Solitary, Large, Stealthy, Intelligent, Planar, Terrifying
    Gaze of the Abyss (d12 damage) 16 HP 1 armor
    Ignores Armor, Near
    Special Qualities: Banished by light

    Summoned from the black gulfs of chaos, The Haunter of the Dark can reveal other worlds, other realities, and the secrets of arcane and paradoxical knowledge...for a price. "I see it-- coming here-- hell-wind-- titan-blur-- black wings-- Yog-Sothoth save me-- the three-lobed burning eye..." Instinct: To drive insane

    • Impart unspeakable knowledge
    • Move through shadow
    • Serve the Great Old Ones
    • Demand sacrifice
    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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  • Wight Solitary, Stealthy, Undead, Intelligent
    Claws (d6 Strength damage) 16 HP 1 armor
    Close, Ignores Armor

    "While even casual scholars of the undead know that wights create more of their kind from those whose life-energy they steal, the ultimate origins of these creatures remains a matter of much debate. There is no known necromantic spell for creating wights and little help comes from the diverse and contradictory legends that seek to explain how the first wights came to exist." -Graeme Davis, Ecology of the Wight

    When you take damage from a wight, it does its damage as Strength damage instead of HP damage.

    When your Strength score falls to zero or below, set your Strength to 0, you are paralyzed until your Strength is at least 1. Take your Last Breath [move].

    If you have been Strength damaged and you receive the benefits of something that would restore HP, you may choose to restore the same amount of Strength instead.

    Instinct: To corrupt life

    • Drain the strength of the living
    • Burst forth from its burying place
    • Raise a slain foe as a wight.
    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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  • The Grey Prince Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous
    Hollow Touch (b[2d12+2] damage) 25 HP 6 armor
    Close, Ignores Armor
    Special Qualities: immortal, can never truly be destroyed, Send them mad with your empty gaze

    The Grey Prince is an ancient spirit from beyond the stars, a wanderer from when the world was a hot swirling cauldron of potential. It is then that the Grey Prince came, and cooled the world with it's chill, hollow touch. When the first living thing crawled upon the world's surface, it was the Grey Prince that touched it, and gave it the gift of death. The Grey Prince is ancient, eternal, and wishes only to conquer and dominate the Dead. When it's army of dead souls is large enough, the grey Prince will invade the bright warm world of the living, and suck out it's warmth and light, until it too is a pale, cold shadow. Then the Grey Prince will leave this hollowed out world to find another bright, hot cauldron to cool with it's hollow touch. Instinct: Conquer the Shade

    • Bleed their souls of wonder
    • Bind the dead to it's service with clever words
    • Call up it's horde of dead souls
    • dominate them with ancient knowledge
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