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Monsters by Fhtagn-Daas

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  • Black Dragon Gang Bandit Group, Organized, Intelligent
    Improvised weapons (b[2d8+4] damage) 10 HP 2 armor
    Close, Forceful

    Instinct: To intimidate

    • Rough up marks
    • Rally the other toughs
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  • Steam elemental Solitary, Large, Magical, Divine, Planar, Amorphous
    Supercritical steam-blast (d12+2 damage) 29 HP 7 armor
    Forceful, Ignores Armor, Near
    Special Qualities:

    Normally, fire and water mix as well as you'd expect. But sometimes, under just the right conditions--a spirit can form of equal parts fire and water, somehow forming a higher harmony. These volatile spirits rarely stray from the conditions that created them, but burn with curiosity for anything that enters their domain. I leave as an exercise to the reader to decide whether it is more unfortunate for the spirit or the visitor that few things can stand the scalding steam that comprises their physical bodies... Instinct: To surge forward

    • Burst forth and recede
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  • Manticore Elder Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying
    Fang and claw (b[2d12+9] damage 2 piercing) 30 HP 4 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Wings, Unnatural sounds and movement

    This manticore has lived long in this valley of shadow, and has become tainted--or perhaps augmented, as the Raven-Shadows would see it--by proximity to those dark powers. Capable of moving with incredible speed and stealth, and significantly oversized compared to ordinary manticores, not that they needed an upgrade in that department. Overall, a nasty foe, but still something that can be killed if necessary. Instinct: To kill

    • Rules
    • Can teleport through shadow
    • Empowered by lingering shadows
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  • Black Dragon Street Tough Horde, Divine, Magical, Organized, Intelligent
    Shortsword (b[2d6+6] damage) 9 HP 2 armor
    Close, Forceful

    Just some street thugs--beefed up by some kind of alchemical concoction, probably using dragon blood. Not to be trifled with, but then again, that's what they say about all sorts of scary monsters, right? Instinct: Commit petty crime

    • Menace passersby
    • Breathe a cloud of acid
    • Two toughs are better than one
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  • Ultra-Oblex Solitary, Large, Magical, Intelligent, Hoarder, Planar, Amorphous
    Psionic blast (d10 damage 1 piercing) 27 HP 7 armor
    Reach, Ignores Armor, Far
    Special Qualities: Use empty clone bodies to sustain itself

    This is no mere elder oblex--though it is likely to have started as one. Somehow, the Cult of the Burning Eye have discovered a way to technologically support an oblex even though it has consumed an enormous quantity of memories. Hundreds, perhaps thousands of individuals have been drained by it, and without magitech aid, it would surely collapse into self-destructive insanity very quickly. Its bond to Zuheyra, the leader of the so-called "Flameseekers," further stabilizes its form and allows it to see and hear far beyond the limits of an ordinary oblex. Destroying it will be tricky, but it seems to retain the ordinary oblex's weakness to fire... Instinct: To absorb all minds

    • Subsume minds into its menagerie
    • Psy-spells of illusion and mind-manipulation
    • Able to bend the rules of space
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  • Oblex simulacrum Solitary, Stealthy, Devious, Intelligent, Planar, Amorphous
    Pseudopod slap (d6 damage 1 piercing) 19 HP 2 armor
    Close

    An advanced oblex has the ability to generate copies of individuals it has brain-drained into itself. Apart from a near-invisible, narrow trail of slime linking it back to the oblex, these spawned simulacra are indistinguishable from the original victim--unless they reveal themselves, usually by attacking. Destroying a spawn does not directly harm the generating oblex, but may cause it to lose some of the memories associated with that person. Normally, they are not meant for attacking unless they corner an unsuspecting target; the simulacra are more often used to tempt new victims into the actual oblex's clutches. Instinct: To steal memories

    • Imitate and infiltrate
    • Shapeshift to imitate someone whose memory has been stolen
    • Each strike can invade the mind
    • Feed energy back to the Elder Oblex
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  • Nyraala golem Solitary, Large, Magical, Divine, Construct, Terrifying, Amorphous
    Lashing tentacle-suckers (b[2d10+4] damage 1 piercing) 29 HP 5 armor
    Forceful, Reach
    Special Qualities: , Can disguise itself as a bizarre patch of fungus, Stench of death and decay

    The nyraala golem is the mind-flayer's ideal servant: totally obedient, easily replaced, extremely strong, and covered in tentacles. Unlike the brain golem that is more commonly-associated with the tentacular ones, the nyraala does not require any tissue from an elder brain. In fact, it can be assembled merely from fresh corpses and an alchemically-treated fungal mat. Sapient corpses make the best nyraala golems, but in a pinch, anything with sufficient musculature will do. Due to the semi-fungal nature of the nyraala, it can disguise itself as a thick patch of nondescript fungus coating a sufficiently large area of wall, ceiling, or floor. This same fungal-flesh hybridization also permits it to heal from injuries with unnatural speed. It also stinks horrifically. Worse than the dead flesh which made it. Pray that you never have to smell one yourself. Finally, its grasping tentacles have suckers covered in tiny teeth, which both strengthen its blows and permit it the chance to disarm its enemies. Instinct: To destroy intruders

    • Stand guard over places
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  • Flare-eater slime Group, Magical, Stealthy, Devious, Intelligent, Amorphous
    Corrosive touch (d6 damage) 17 HP 7 armor
    Close, Ignores Armor
    Special Qualities: Duplicates if exposed to bright light

    The ignoble flare-eater, bane of adventurers in the Down-Below everywhere, but prize to alchemists and mages the world over. Do you see how it ripples and glides across the interior of this magically-resilient glass? It can move quicker than the eye can follow across cavern surfaces as well. Unlike its more common cousin, the green slime, flare-eaters feed on and grow stronger from fire and light. This is precisely what makes them valuable to practitioners of the magical arts, however--their flesh, if distilled properly, forms an excellent basis for a variety of potions dependent on fire. For the love of Gods, don't OPEN--! Instinct: Consume light

    • Move with lightning speed
    • Cling to ceilings
    • Dissolves metal, flesh and bone--anything
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  • Rural Zil-al-Ghurab Group, Stealthy, Magical, Devious, Organized, Intelligent
    Twin shadow daggers (b[2d6] damage 2 piercing) 16 HP 3 armor
    Close, Ignores Armor

    The rural Raven Shadow assassins are less "perfect shadows" and certainly not genteel, disguised-anywhere murderers, but they are nonetheless extremely dangerous foes. They wield the typical shadow-enhanced weaponry of other Raven Shadows, but are far more rugged and equipped for combat in the wild. They bear a resemblance to the nomadic tribes. They retain the religious fervor and dedication of their city-folk siblings, but with additional tools linked to the wild places of the Tarrakhuna. Instinct: To guard the threshold

    • Strike from shadow
    • Create clouds of impenetrable darkness
    • Call the desert to their aid
    • The shadow blades wound body and soul
    • Flank an opponent to isolate them
    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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  • Al-Zerris, Succubus Necromancer Solitary, Magical, Stealthy, Devious, Intelligent, Planar
    Whip of corrosive decay (d10 damage 1 piercing) 16 HP 5 armor
    Close, Ignores Armor, Near

    The succubus, Al-Zerris, who feeds on the high and low emotions of mortal-kind, hoping to ascend both the demonic AND devilish hierarchies. She cares nothing for the suffering she inflicts--indeed, she revels in it, and binds souls to her after their deaths to further exploit them and eventually consume them. Heartless and sadistic...but sensual as well. The kiss of death has never been so cold, nor so beautiful. Instinct: To feed on mortals

    • Drain life and empower the dead
    • Projecting illusory versions of itself
    • Dabbles in necromancy
    • It sups on the suffering it inflicts
    • It can only be truly killed if cut off from the planes.
    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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