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Lazy bones Solitary, Stealthy, Devious, Intelligent, Hoarder Smack upside the head (w[2d6] damage) 16 HP 3 armor Close Not all skeletons decide to start killing people when they reanimate, far from it; the last thing many want is to be reminded of death. Some simply spend an eternity day-dreaming about their days as a living person, a long for the sensations of mortal life. They pick up quite a few secrets over the years, and if you can help them remember something as simple as the smell of the sea or the taste of wine, they might share those secrets with you. Instinct: To wax nostalgic
- Taunt the living
- Bargain with information
- Call more dangerous monsters for help
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Grimlin Group, Small, Stealthy, Magical, Devious, Intelligent Making people trip, their armor falling off and pants falling down, spoiling food or rations, breaking adventurer gear (w[2d10] damage) 10 HP 0 armor Close, Far Small, invisible humanoids who delight in mischief. Their attacks break armor, equipment, machines, spells. They can make spells malfunction. Alone, they are not dangerous, but when allied to other monsters they can make simple encounters dangerous. Sometimes, you can ally with them. They really like beer. Bribing them with beer is really the only way to defend against them. Instinct: To make things screw up badly
- Cause mechanical devices to fail, magic to malfunction, funmbles and trips
- Teleport out of danger. Turn invisible.
- Fumble: makes it so people trip, fall, drop their weapons. If you have a fumble chart from another game, feel free to roll on it.
- Your adventurer gear gets broken, you food spoils, your armor falls off. you trip
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Edgar Group, Small, Stealthy, Magical, Intelligent, Cautious Lantern (d6 damage 1 piercing) 10 HP 1 armor Close Special Qualities: Turn intangible, Float Small and mischievous ghosts, Edgars are often hunted for their spirit-essence, a valuable ritual component. Usually the spirits of those twisted enough to become restless dead, but not so wicked as to develop into true threats, the real danger with Edgars is their tendency to gather where REAL evil has taken root . . . Instinct: Harass the living
- Lure the living into trouble
- Turn invisible
- Hurl a fireball
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Killer Clam Group, Cautious, Hoarder Snap the shell shut (d8 damage) 6 HP 4 armor Close Special Qualities: Wards off attacks by keeping shell closed The Killer Clam is an unusual species, as far as monsters go. It wouldn't be called a "killer" at all, except people always try to pry them open. Why? Well, for the massive pearls of course (and any valuables the last pearl-hunter had on their person). Instinct: To eat
- Chow down on hapless adventurers
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Carnivorous Treasure Chest Solitary, Stealthy, Cautious, Hoarder, Construct, Amorphous Chomp down (d10+4 damage 3 piercing) 19 HP 5 armor Close, Forceful Special Qualities: Seems to be an ordinary treasure box until disturbed, can only be calmed by being disenchanted or destroyed "They called me mad. Me! Just because I dreamed of a world made free from want! You see, if you could just feed poor people to magic boxes and turn them into gold, literally everything would work itself out . . . economics? What, no, of course I haven't studied them! I'm a wizard, not a businessman!" Instinct: To make meat into treasure
- Eat humanoids and digest them into gold coins
- It LOOKS like an ordinary treasure chest . . .
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White Whale Solitary, Huge, Terrifying Crushing jaws (d10+7 damage 3 piercing) 24 HP 1 armor Reach, Forceful Special Qualities: Perfectly adapted for life at sea, Ghastly pale The white whale is ancient, exactly how ancient no one is certain. All that is known is that countless adventurers have lost their lives in the futile pursuit of this majestic, seemingly supernatural beast. Instinct: To be the master of the seas
- Crush something (a living thing or seafaring vessle) in its jaws
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Mutated Sea Bass Horde, Tiny, Construct Bite (b[2d6-2] damage 1 piercing) 3 HP 2 armor Hand Special Qualities: Mutated in an evil laboratory. They were created as a more economically viable replacement for sharks with frickin' laser beams. Instinct: They attack instantly without provocation.
- They are very ill-tempered.
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Cever: The Sightless Shadowblade. Solitary, Stealthy, Intelligent Shadowblade (b[2d10] damage 2 piercing) 12 HP 1 armor Close Cever is a tireless and canny assassin. He always wears a blindfold, a cardinals hat, and robes concealing his leather armor. He can move with great speed, always sure of every step. The shadowblade lets him move from shadow to shadow effortlessly. Instinct: To find, and to kill.
- Relentlessly track the Seekers
- Activate his ring of invisibility.
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Psychovore Group, Magical, Hoarder, Planar, Terrifying Mental blast (d10 damage) 6 HP 0 armor Close, Ignores Armor, Far Special Qualities: Tentacles around the mouth. Bulging, hateful eyes. Psychovores are a vile lot. Fortunately, they mostly keep to themselves within Ferragrim, where they tend to the great beast's every need. In addition, they help it with the constant experiments: tending to the humanoid prisoners and keeping them in good health until they can be consumed and the husks used for recombination. Instinct: To consume intellect.
- Tend the Cerebral Brine
- Consume a brain and learn its secrets.
- Vomit forth Cerebral Brine.
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Stirge Horde, Tiny Proboscis (d4 damage 2 piercing) 3 HP 0 armor Hand Special Qualities: Wings [They] carefully entered the cavern, and were instantly assaulted by the scent of blood. The cavern floor [...] was deep with the creatures’ blood-red guano. (Tim Richardson, “Ecology of the Stirge”) Instinct: To suck blood
- Attach to an enemy
- Redirect an attack to its prey.
- Drink blood through its proboscis.
- See in the dark