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  • Walldweller Group, Stealthy, Devious, Construct
    Crushing grasp (d8+4 damage) 10 HP 3 armor
    Close, Forceful, Ignores Armor
    Special Qualities: Guard a specific location

    A giant armored hand, Walldwellers were created by sorcerers to guard their loot. All too often, those sorcerers found themselves dragged off to horrible fates by their own creations, and now the walldwellers sit in abandoned tombs . . . waiting. Instinct: To imprison

    • Drag victims away
    • Cling unseen to the ceiling
    • Imprison a grabbed enemy in a dark realm
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  • Animated Idol Solitary, Large, Divine, Cautious, Hoarder, Construct
    Array of stone swords (b[2d10+6] damage 1 piercing) 22 HP 6 armor
    Forceful, Reach
    Special Qualities: Multiple arms, Massive stone body

    A great multi-armed statue of a god, it has been brought to life to protect its temple. While not a direct avatar of its god, it is still very powerful. Instinct: To serve

    • Slay intruders
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  • Demon Shrub Group, Small, Stealthy, Intelligent
    Assault seed (d8 damage 1 piercing) 6 HP 0 armor
    Close, Near, Far
    Special Qualities: Reckless merchants

    These shrubberies are quite rude; they'll spit a seed at anyone who walks by. That's not the only way in which demonic influence has rubbed off on them, though; they are also quite willing to make deals, and often sell items below the going market value if they think it will get them out of trouble. Instinct: To protect a location

    • Spit seeds
    • Crawl back into the ground when enemies are close.
    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 Shadows That Melt Flesh Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous
    Millions of tiny bites (b[2d6-2] damage) 6 HP 1 armor
    Hand, Ignores Armor
    Special Qualities: Completely intangible swarms

    Each individual shadow is actually a swarm of tiny, dust-sized demons. No one is quite sure where they come from, or how to kill them, but it is known that children of every species on every plane of existence know to fear the darkness . . . Instinct: To spread

    • Devour flesh
    • Impersonate voices
    • Absorb knowledge from those it kills
    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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  • Lord Victor Solitary, Magical, Organized, Intelligent, Cautious, Hoarder, Terrifying
    Elemental blast (b[2d10+4] damage) 12 HP 7 armor
    Close, Forceful, Ignores Armor, Far
    Special Qualities: Scarred face concealed by an iron mask

    Lord Victor was not always king. Once, he was merely a simple boy who lived happily with his mother, a vagrant fortune teller. When the king wrongly accused her of theft and had her executed, Victor pledged revenge. Discovering the forbidden secrets of his mother's magic, he traveled the world, increasing his power until he felt ready to face the king. When an attempt to resurrect his mother left his face scarred, he constructed an alchemical suit to protect his injured body. He has since conquered the kingdom of his homeland, but his ambition has not been satiated. Instinct: To claim his rightful place as ruler of man

    • Concoct a master plan
    • Swap souls with an unsuspecting victim
    • Command homonculi to fight on his behalf
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  • Ed Gruberman Solitary
    Boot to the head (b[2d10+2] damage 1 piercing) 12 HP 2 armor
    Close

    A master of Ti Kwan Leap, the impatient Ed Gruberman only seeks to trash bozos and beat people up. Instinct: Lacks patience. Wants to beat people up.

    • Distrubs peace.
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  • Fallen Witch Solitary, Magical, Stealthy, Organized, Intelligent, Hoarder, Terrifying
    Darkfire Inferno (b[2d10+2] damage) 16 HP 4 armor
    Close, Ignores Armor, Far
    Special Qualities: Demonic appearence

    When a witch makes a deal with a dark entity, she trades her humanity for incredible power. Forsaking the path of community and cleverness traveled by other witches, a Fallen Witch can lead armies of demons and plunge entire kingdoms into dark warfare. Instinct: To corrupt

    • Lay a curse
    • Mislead foes with vivid illusions
    • Vanish and reappear at will
    • Summon demons
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  • Witch Group, Stealthy, Magical, Organized, Intelligent
    Balefire Bolt (w[2d8] damage) 6 HP 1 armor
    Close, Far

    Witches are outsiders and outcasts, women with special talents rejected by the elite traditionalist wizarding schools. A good witch can be a powerful ally, and many witch covens actually work to protect the innocent. A witch tempted by darker powers, on the other hand, can become an enemy beyond your wildest imagination . . . Instinct: To overcome society

    • Lay a curse
    • Mislead with an illusion
    • Fly on a broom
    • Summon imps
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  • Gérard Solitary, Large, Divine, Intelligent
    Big two-handed sword (b[2d10+6] damage 4 piercing) 22 HP 2 armor
    Forceful, Reach, Ignores Armor, Near

    "A big, powerful man regarded me from the next card. He resembled me quite strongly, save that his jaw was heavier, and I knew he was bigger than I, though slower. His strength was a thing out of legend. He wore a dressing gown of blue and gray clasped about the middle with a wide, black belt, and he stood laughing. About his neck, on a heavy cord, there hung a silver hunting horn. He wore a fringe beard and a light mustache. In his right hand he held a goblet of wine. I felt a sudden affection for him. His name then occurred to me. He was Gérard.” - Corwin Instinct: Defend the realm. Trusts no one.

    • Beat people up with brute force
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  • Ur-Vile Group, Magical, Organized, Intelligent, Construct, Terrifying
    They bear staves which harness dark power. (d8 damage) 6 HP 1 armor
    Close, Near, Far
    Special Qualities: They can run on all fours faster than they can upright., The ur-viles were made by the demondim. They are not born, they are made., Their roynish torsos are inordinately long, having short limbs, so can walk normally or on hands and feet. They have a long flexible neck, a hairless head, pointed ears, and a mouth that is a mere slit. Their nostrils are in the center of their faces and they have no eyes.

    The Ur-Viles are an ancient race created by the Demondim before they were destroyed. They were then corrupted by Lord Foul and since then have fought for him. They fight in a wedge formation the leader at the front as the formation increases their power. Instinct: Seeks power, often in the service of dark masters in exchange for more power.

    • Masters of dark lore.
    • Through their staves they can wield a wide array of powers.
    • They can form into fighting "wedges" in which each member adds their strength to the leader at the front of the wedge.
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