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  • Gargantua Solitary, Large, Construct, Terrifying
    Fists (d10+2 damage) 24 HP 0 armor
    Forceful, Near
    Special Qualities: Magically imbued by witch doctors from parts of the dead, Corpse transformed by magic into giant

    The witch doctors have the unique ability to create servants called gargantua--corpses infused with so much magic that they transform into powerful giants. But the dead are mindless creatures. They have no need for honor or respect. They serve whoever has the power to control them, be it a witch doctor or a demon. The witch doctors use magically imbued mojos to enhance their power and strengthen their hold over the risen dead. Instinct: To serve

    • Smash whatever is ordered
    • Push forward relentlessly
    • Draw strength from a mojo
    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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  • Unstable Death Elemental Solitary, Large, Magical, Stealthy, Devious, Planar, Amorphous
    Withering Pseudopod (b[2d8] damage) 27 HP 5 armor
    Ignores Armor, Near
    Special Qualities: Elemental Ooze

    The creature colloquially known as the Black Ooze is an obscene accident of alchemy. It possesses an innate affinity for the realm of Death and it’s Black Gates.
    “A fatal mistake” - Aldous of Blackdragon

    Instinct: to accumulate

    • Consume Life: heal for damage dealt
    • Divide and Conquer: exude smaller independent portions
    • I am the Gate: deal 2 damage to max HP with sustained contact
    • Gatewalker: HP lost is gained by its mirror on the other side of the Black Gate
    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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  • Holly Boar Solitary, Large
    gore (b[2d10+4] damage) 16 HP 1 armor
    Forceful, Reach

    Instinct: to escape

    • figth back
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  • Digor- The Manticore Solitary, Large, Divine, Devious, Terrifying
    claw (b[3w[3d8] damage) 18 HP 2 armor
    Reach
    Special Qualities: Fire Resistance

    Instinct: Poison society

    • Flame Breath
    • poison tail
    • claws
    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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  • Bunpker Group
    Jumping headbutt (d8 damage) 10 HP 3 armor
    Close
    Special Qualities: Flight

    Instinct: to soar at great heights, unchallenged

    • Spring with great force miles into the air
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  • Mud Mephit Group, Tiny, Magical, Stealthy, Devious, Amorphous
    Fists (d6-2 damage) 10 HP 2 armor
    Hand, Near
    Special Qualities: While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

    Small and stealthy elemental, Mud Mephit is a night creature as direct sunlight dries them up so they may not move. Unlike other supernatural creatures of the swamps, who shape and try to extend the reach of their home, Mud Mephits' only task is to increase the amount of basic building materials (i.e. decomposing organics). Instinct: To trap, to dissolve.

    • In small groups, they trap their prey (if medium or larger, more than one Mephit at a time) in the ground and slowly dissolve them.
    • Mud Breath: When a Mud Mephit belches at a small or medium creature (even with their Last Breath), that creature must defy danger + DEX. If it fails, it is restrained for one minute.
    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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  • Shroob Commando Solitary, Stealthy, Devious, Intelligent
    Rayblade (d8 damage 4 piercing) 12 HP 0 armor
    Close
    Special Qualities: 20 HP Forcefield, Resistant to poison and disease, Immune to fear, Death Attack, +2 damage to constructs, Weak to Cold

    Elite agents of the shroob, commandos lead small squads of shroob into intense conflict. Capable of fighting both up close and range, shroob commandos are deadly at any distance. Instinct: To expand

    • Deflects projectiles
    • Shield bracelet grants +3 super armour until it has absorbed 24 damage
    • Uses toxic grenades
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  • Shroob Group, Small, Intelligent
    Laser Pistol (b[2d8] damage 3 piercing) 6 HP 0 armor
    Close, Near, Fire Elemental
    Special Qualities: 5 HP forcefield, Resistant to poison and disease, Immune to fear, Weak to cold

    Shroobs are fungoid creatures with a war-focused society, willing to take all comers. They are also a people of great curiosity, constantly tinkering to find new things to add to their impressive arsenal of deadly weaponry. Instinct: To expand

    • Use advanced technology
    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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  • Tenderizer Group, Construct, Terrifying
    (d8+2 damage 1 piercing) 6 HP 1 armor
    Close, Forceful
    Special Qualities: Unrelenting, it cannot be distracted from its prey, Bloody froth bubbles from its mouth when it nears its prey

    The Tenderizer has the head of a ferocious dog on the body of a man-sized tarantula. It can crawl on walls and ceilings and squeeze into tight spaces in its nocturnal hunt for its prey. Hunting in small packs, it stalks its victims until they are alone and vulnerable to attack. Instinct: To punish

    • adulterers
    • those peripheral to adultery
    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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  • Tenderizer Group, Organized
    Fangs (d8+2 damage 1 piercing) 6 HP 1 armor
    Close, Forceful

    Instinct: To punish adulterers and those peripheral to adultery.

    • Gnashes his teeth against genitalia.
    • Howls to gather more forces to its cause.
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