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Monsters by Rose Chevalier

  • Healer Group, Magical, Divine, Devious, Intelligent
    Topaz staff (w[2d6+2] damage) 12 HP 4 armor
    Close, Reach

    The Healer desperately keeps its friends alive Instinct: To keep friends fighting

    • Heal allies
    • Healing mist, heals [w]2d4+2 to small area
    • Stun, projects a disorienting pattern that stuns everyone who sees it
    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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  • Spellsword Group, Magical, Intelligent
    Falchion (b[2d8+2] damage 1 piercing) 6 HP 2 armor
    Close, Forceful, Ignores Armor

    Spellswords enchant themselves before fighting on the front line. Instinct: To battle

    • Disarm, uses elemental magic to disarm the opponent
    • Enchants self with elemental power, adding d6 to offense and defense of element
    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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  • Ninja Group, Magical, Devious
    Poison dagger (b[2d6] damage 1 piercing) 6 HP 1 armor
    Close, Ignores Armor

    Fast and dangerous, the ninja ends a fight before it starts. Instinct: to assassinate

    • Sneak attack
    • Enchantment of Wind, grants flight and doubles speed
    • Witchbane, poison that inhibits the use of magic for the next day
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  • Shielder Group, Magical, Cautious
    shield (d8 damage) 10 HP 6 armor
    Close, Reach

    Shielders from the MIC use enchantments on top of their already impressive defense to keep their party from harm. Instinct: To protect

    • Guard a nearby ally
    • Arcane Shield, +3 armor to an ally after they've been guarded
    • Intercept, teleport to an ally they can see to defend an attack
    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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