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  • Dingbat Do'boing'erden Solitary, Stealthy, Magical, Intelligent, Hoarder
    Ornately named and decorated twin swords (b[2d10] damage 1 piercing) 12 HP 4 armor
    Close
    Special Qualities: See in the dark

    Dingbat was raised by Deep Elves, but he does not share their passion for cruelty. No, he's walking the straight and narrow, he is. He's a real stand-up guy. That doesn't help with his chronic brooding, though. The man broods basically all the time, to the exclusion of other activities. In fact, he's SO dark and brooding that the heroes might understandably mistake him for an enemy. If this happens, they'll have quite a fight on their hands. Instinct: To find redemption, after brooding about it.

    • Brood angstily
    • Attack from stealth
    • Summon a globe of darkness
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  • Mad God Solitary, Huge, Magical, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous
    Cosmic Thunderclap (d12+9 damage) 33 HP 6 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: Shrugs off all non-divine influence, Aspect of a broken god

    More terrible than even the chaotic elder things are the gods who have gone wrong, driven mad by tragedy or for pain of being forsaken by even their own cults. A mad god is an unstoppable and ever-changing wave of pure destructive energy. Only those blessed by the gods can stand against the onslaught and stand any hope of success. Instinct: To un-create

    • Unleash a wave of annhilation
    • Conjure waves of destructive anti-angels
    • Suspend a law of reality
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  • Astral Tentacle Horde, Large, Magical, Organized, Planar, Terrifying, Amorphous
    Rending, toothed suckers (d8+4 damage 4 piercing) 18 HP 2 armor
    Forceful, Reach
    Special Qualities: Dripping with extradimensional ichor

    "There are things beyond this realm, Jimmy. Awful things. Sometimes they get into our world . . . but just a little bit. If they came through all the way, we'd be dead for sure. No, they just . . . reach in. Test the waters, as it were. When that happens, sometimes they pull some unlucky damned soul back with them . . . god help us from ever finding out what those terrible, eldritch feelers are attached to." Instinct: To lash out at the physical realm

    • Ensnare a living thing
    • Release a miasma of madness
    • Coordinate with other tentacles
    • Emerge from shifting portals
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  • Frost Giant Group, Large, Magical, Organized, Intelligent, Hoarder
    Frost-rimed club (d8+4 damage) 14 HP 1 armor
    Forceful

    "You need fire to make a great civilization. Fire to cook your food, fire to forge your weapons, fire to act as a beacon and a bulwark against the dark. But frost giants find fire, and heat in general, very uncomfortable to be around. They know that they can never have what we have, so they try to destroy us, to have revenge on the gods that made them that way." Instinct: to cover the world in ice

    • hurl a boulder like a catapult
    • Call forth ice with its thunderous voice
    • Blow a on mammoth horn to call aid
    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 Chosen One Solitary, Magical, Organized, Intelligent, Hoarder
    Flashy martial arts (b[2d8] damage 1 piercing) 12 HP 3 armor
    Close

    Every once in awhile, a young peasant decides they've had enough, and they venture out into the wide world to make a difference. Save the world! Defeat all enemies! Amass their fortunes! Once and for all, they will prove that friendship and determination are the strongest forces of all! Well, it's a pain in the ass for seasoned adventures to put up with. Hopefully you can send these kids home before they get themselves killed. Instinct: To be the very best, like no one ever was!

    • Challenge anyone who might be stronger
    • Devastating finishing move
    • Call on obnoxious allies
    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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  • Voluminous Pony Solitary, Stealthy, Intelligent
    The jaws that bite (b[2d10] damage 2 piercing) 16 HP 0 armor
    Close, Ignores Armor
    Special Qualities: Apparently endless appetite, Fearless, Produces aura of fear and despair in intended victims

    The Voluminous Pony is the only known individual of its type, and aside from a few anomalous behaviors and physical qualities is virtually indistinguishable from its progenitor species, the common Shetland Pony. The Voluminous Pony is typically docile, contenting itself with consuming vegetation of veritably all sorts, displaying no atypical qualities aside from magnitude of appetite. The Voluminous Pony can be approached by any individual and asked to eliminate a living creature, at which point it will cease its inoffensive grazing and travel to the creature named (through means at this point unknown), upon encountering which the Voluminous Pony will consume it piecemeal, irrespective of size. This process is of course invariably fatal. The Voluminous Pony's bite has been known to shear through plate steel, and in one recorded instance was able to affect the ectoplasmic substance of a ghost. There have been no credible accounts of a creature named in the ritual of invocation escaping its fate, thus leading this researcher to brand The Voluminous Pony a Class IV Hazard, to be combated only by those of truly extraordinary strength, cleverness, or mystical affinity. Instinct: To consume endlessly

    • Munches contentedly
    • Consumes that which one loves the most
    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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  • Kappa Group, Small, Cautious, Terrifying
    Web-handed wrestler (d8+2 damage) 6 HP 4 armor
    Close, Forceful
    Special Qualities: Amphibious, kept alive by the wet pool on its head (drying or spilling this pool can cause paralysis or death), can speak fluently and is easily bribed with cucumbers, Unsettlingly polite

    These monsters dwell underwater, and torment humans in any way they can dream up. Frightened parents will often write the names of their children on cucumbers which they then dump in the water. A Kappa finding one of these cucumbers will understand that it is a bribe not to harm the child, and they will usually accept. Most puzzlingly of all, Kappas are obsessed with honor, and they never turn down a challenge or fail to return a bow. This is especially problematic for them since bowing or wrestling can cause their water-pool to spill, killing them. Instinct: To drink blood

    • Drown them in the river
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  • Market Goblin Horde, Small, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder
    Force-feeding (w[2d8] damage) 3 HP 0 armor
    Close

    These goblins come in a variety of shapes, but all share one thing in common: they make deals with mortals, deals the mortals always regret. It is rumored that once you have tasted goblin fruit, only pure love can save you. Instinct: Lead mortals to ruin

    • Sell dubious magic items, especially fruit
    • Trade magical fruit for hair and tears
    • Curse those who eat the fruit with a lethal addiction
    • Soothing songs
    • Travel as a market band
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  • Iron Shoes Goblin Solitary, Small, Stealthy, Intelligent, Hoarder, Terrifying
    Big ol' Iron Shoes (d10+4 damage) 12 HP 3 armor
    Close, Forceful
    Special Qualities: Dyed red by its victims' blood

    "Live or die, win or lose, best beware . . . MY IRON SHOES!" Instinct: Keep its land to itself

    • Stamp on travelers
    • Lure travelers into its tower
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  • Little Mace Boy Solitary, Small, Planar, Construct
    Golden mace (d10+2 damage 1 piercing) 12 HP 0 armor
    Close
    Special Qualities: Feed off of fear and insecurity

    "That thing isn't a boy. Nobody really know what it is, to be honest . . . some say it's a product of our own fear and guilt. That doesn't make it any less real, mind you. That mace will ruin your day quick as any." Instinct: To spread paranoia

    • Bludgeon random victims
    • Slide across the ground on strange, glittering wheels
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