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  • Skeleton Soldiers Group, Organized, Construct
    (d8+2 damage) 14 HP 2 armor
    Close, Forceful
    Special Qualities: It will perish if it leaves the aura of the place of power

    Instinct: To defend the place of power

    • To defend for eternity
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  • Skeleton Horde, Divine, Devious, Terrifying
    Bite (d4+2 damage) 13 HP 0 armor
    Close, Forceful
    Special Qualities: The flesh rots from its bones

    Instinct: To Eat the Living

    • Shamble forward and bite
    • Necrotic poison
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  • Knights of the Southern Order Horde, Organized, Intelligent, Cautious
    Longsword (b[2d6] damage 2 piercing) 3 HP 6 armor
    Close

    Instinct: Enforce the Peace

    • Attacks as a unit
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  • Dwarven Berseker Solitary
    Battle-Axe (b[2d10+4] damage 1 piercing) 12 HP 0 armor
    Close, Forceful, Reach

    The Dwarven Berserker is tattooed with symbols of past triumphs. Instinct: To defeat the worthy

    • Rage
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  • Knight Commander Solitary, Cautious
    Longsword (b[2d10] damage) 12 HP 6 armor
    Close

    Instinct: Instill Order

    • Order the Faithful
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  • Centipede Leeches Horde, Small
    Biting (d6+2 damage 1 piercing) 3 HP 0 armor
    Close

    Instinct: To drain blood

    • Drains life
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  • Mordacai Solitary, Large, Divine, Intelligent, Planar, Construct
    vicious claws (d10+2 damage) 26 HP 1 armor
    Forceful
    Special Qualities: born of the gray realm

    Marco's dire gray wolf, born of the death Goddess Instinct: to serve it's master

    • move with incredible grace and speed
    • call upon deathly magic
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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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  • Marco Diafino Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder
    Hevron's Silver Fist (w[2d8] damage) 12 HP 2 armor
    Close, Reach, Near

    A canny wizard, most dangerous on his home turf Instinct: to seek pleasure and plenty

    • cast a low-key level spell
    • offer a gift, bargain, or trade
    • activate a magical ward
    • reveal a magical trap, curse, or binding
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  • Massive Bladderwort Horde, Small, Stealthy, Terrifying
    Ensnare and break down (d6 damage) 3 HP 1 armor
    Close
    Special Qualities: Filled with bones that certainly look humans

    The bladderwort living in The Dark Mire are not well known, predominately because they have a tendency to digest anyone who see them. Instinct: To trick, then ensnare

    • Enzymatic digestion
    • Entrance with beautiful flowers
    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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