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Monsters by Infinite Oregano

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  • Unraveller Solitary, Large, Devious, Intelligent, Planar
    Evershifting claws (d8 damage) 20 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Omnielemental shifting form

    Order is a funny thing. It exists within all things, making time move the way it does and space work the way it is. When it comes to the elements they too follow their own laws, alchemy is the study of this after all. But what about the liminal spaces? The edges where the elements connect or contact or divide? These too have their own laws. When it comes to the most primal and simplest of elements, they follow their laws but these laws also have enforcers. The unravellers are a terrible example of such a thing, they primarily lurk on the edges of the planes where the elements meet but they can escape into the natural world and in following their own terrible logic, attempt to tear it all down. Their very touch can instigate a terrible reaction, causing the victim to slowly and painfully unravel into fire, earth, air, and water. They possess humanoid forms, about the size of an ogre, but formed from constantly shifting examples of the four elements (and sometimes flickers of more complex compositions), they possess an intelligence but are wholly devoted to their one true goal: Returning all things to the simplest of elements. They will stop at nothing to accomplish this, which is why we are lucky that they are almost never able to invade the natural world. Almost. Instinct: To reduce everything to its base elements

    • Control nearby elements
    • Unravel things into their base elements
    • Unleash the power of the elements
    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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  • Chaos Beast Solitary, Devious, Planar, Terrifying, Amorphous
    Half-formed limbs and claws and teeth (d8 damage) 23 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Everchanging form

    Chaos is generally seen either in very pragmatic terms or academic terms. Rarely is it ever seen in very literal terms like the Chaos Beast. Forged of the very stuff of the chaotic realm that it hails from, its entrance into the natural world heralds many dangers. It warps and shifts constantly like a living nightmare, one moment being a seething mass of hooks and teeth and next a blob covered in festering eyes or even something more coherent - if only for a moment. Although it might seem physically intimidating, its constant changing nature makes it difficult to lash out with terrible lethality... if it weren't for its very chaotic nature being infectious, those hurt by it can easily dissolve into chaotic nothingness in the blink of an eye, or worse become one of these creatures themselves and roll off to spread chaos and madness wherever it goes. Helpfully the world abhors their very presence and they cannot live too long beyond their realm, but in that time they are incredibly dangerous to those who relish sanity and fixed form. Instinct: To rend order asunder

    • Transform unexpectedly
    • Infect with corporeal instability
    • Change the surrounding environment disquietingly
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  • Dwarven Quarreller Horde, Organized, Intelligent
    Crossbow (d6 damage 1 piercing) 7 HP 2 armor
    Close, Near, Far

    When the dwarves wage war, they don't just use axes and hammers, no. Dwarves are excellent craftspeople, especially when it comes to fortifications, siege weapons, arms, and armour. They say that they were the ones who invented crossbows, way back when. As such when necessary they will deploy large groups of mail-clad crossbow-wielding dwarves ready to skewer even the toughest of adversaries. Since they've had such a long time to practice their use in warfare, they even are seen using unusual tactics, some say that they have a manner of laying down a constant hail of bolts - giving their foes no chance to advance or recover. Instinct: To guard

    • Lay down a hail of withering bolts
    • Call up reinforcements
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  • Manifested Umbral Spirit Solitary, Large, Stealthy, Magical, Intelligent, Planar, Terrifying
    Razor-edged claws (d10+2 damage 1 piercing) 20 HP 1 armor
    Special Qualities: Smoky form

    Umbral spirits are fell creatures, feeding on the misfortune of others. Luckily they are mostly ephemeral, and they fear the sun - physically and metaphysically. Strong positive emotions can be used to ward them away even, as such they lurk in ancient ruins underground waiting for their prey. But usually they are not too much of a threat if you're properly prepared.... but if one manifests fully, drawing upon stolen power and something to manifest within (flesh or matter of a less organic variety will suffice, it is said) then that's a different story. Supposedly their old weaknesses will still apply but my best advice for encounter such fell things is... don't. Instinct: To Feed and Toy

    • Inflict misfortune and calamity
    • Vanish into the shadows
    • Drain energy, heat, and light
    • Possess the living or dead
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  • Singular Chromomental Solitary, Huge, Magical, Planar, Terrifying, Amorphous
    Fists of a single colour (d10+5 damage) 27 HP 5 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Blindingly brilliant form

    The powers of the prismatic spells are wondrous and dangerous. If things go wrong one can suffer their own effects or worse - a fragment of the prismatic colours escapes their 'flat' existence, becoming a Chromomental. Violent and crazed in a material, 'bland' universe, they only seek to inflict their colour whatever they may roam, until the energies empowering them dissolve away and their fleeting mayfly lives finally end with a burst of light. It is said red sets things ablaze, orange dissolves things, yellow is akin to being struck by lightning, green is poisonous, blue freezes things solid, and indigo petrifies. Violet is possibly the worst of all though, for they say it can cast those afflicted to the planar spheres with no way home. Instinct: To express its colour

    • Inflict its colour's sting with a touch
    • Unleash the powers of their colour
    • Flicker in and out of existence
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  • Possessed Scarecrow Solitary, Stealthy, Intelligent, Planar, Construct, Terrifying
    Raking claws (d10+2 damage 1 piercing) 16 HP 1 armor
    Close
    Special Qualities: Flammable construction, Horrifying visage

    Sometimes a dark spirit makes its way into the world, although fleeting - they can extend their power and longevity by binding themselves to a site or to an object. Those that resonate well with their temperament work better, sites of terror or bloodshed, the site of a massacre for instance, or more commonly objects with grim associations. Scarecrows are no exception, giving these spirits the opportunity to poison the world with fear, and tear into the unfortunates that they ambush with razoredged claws - sharpened by spite, summoning forth shadowy crowlike creatures from beyond this world. Dangerous, but thankfully rare. Instinct: To Terrify and Kill

    • Summon shadowy crows
    • Feign inanimation
    • Exhale tainted breath
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  • Escaped Craven Spirit Horde, Intelligent, Planar, Terrifying, Amorphous
    Soul-chilling Touch (d6 damage) 10 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Incorporeal Form, Faces of Horror

    The gates of Death are said to be impervious. Most of the time this is the case, but sometimes cracks or rents form, sometimes slowly over the years and so subtly that it takes a while before Death even notices. Sometimes a great rift is made in some act of hubris or accident. Whatever way, many souls of the dead resent being beyond the gates and even after aeons will still claw their way out if given the opportunity, ready to try (and fail) to return to the land of the living. But during that time that they are free for they can wreak all sorts of havoc, for they seek flesh to become more 'alive' but instead create shambling horrors, other times they lash out of the living, jealous of what they have - or seek to finish business that they could not while alive. Most of the time however they are so alienated from their time beyond the gates that all they feel is numbness once they arrive - memories provide the only warmth they can feel and they have none... for the moment. Instinct: To Return to Life

    • Possess a corpse and 'resume' life
    • Steal a memory from the living.
    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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  • Gnoll Claw Fighter Group, Organized, Intelligent
    Claws (d8+2 damage 1 piercing) 6 HP 1 armor
    Hand
    Special Qualities: Scent

    Gnolls are known for many things. Savagery and violence are both very well known. Many gnolls take up arms in various capacities to further their dark agenda. Some care not for spears and swords, and wish to lick their prey's blood off of their terrible claws, sharpened through dark arts and foul desires and malignant will. The hunt is even sweeter when it is so... intimate. Instinct: To feed

    • Causing profusely bleeding wounds
    • Bring forth the host through hideous laughter
    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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  • Moonblind Gardener Solitary, Stealthy, Magical, Intelligent
    Silvery Arm-scythes (d10+2 damage 1 piercing) 12 HP 1 armor
    Close
    Special Qualities: Unearthly grace

    With unity of spirit comes a society of sorts. Some of those who become enraptured by such things are assigned roles. The gardens of the silvery moonblossoms need tending, lest they become unruly and prone to disorder. Not to mention the flowers can be used for some peculiar purposes if appropriately prepared. Defending the gardens also falls within their remit, after all with such peculiar uses many covet them, and may lose something for this desire... Instinct: To tend to the gardens

    • Manipulate plant-life
    • Reveal an illusory deception
    • Wield lunar magic
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  • Colossal Demonic Spider Solitary, Huge, Stealthy, Planar, Terrifying
    Venomous mandibles or whipped razorwebs (d10+3 damage 1 piercing) 20 HP 1 armor
    Reach, Near
    Special Qualities: Agonizing hairs

    They say they have a patron, you know? Some grim mistress who lives in great and terrible webs in some dark place, nurturing these things and then letting them slip into the world through the cracks in the walls, to hunt and prey upon any who dare fall into their midst. But they say they are just stories... but the things you hear from the dwarves sometimes... Instinct: To serve its master

    • Spin webs of razorwire
    • Appear from above or below
    • Inject paralysing venom
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