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  • Thoth-Amon Solitary, Magical, Stealthy, Planar
    magia e sortilegi (d10+2 damage) 16 HP 4 armor
    Close, Forceful, Ignores Armor, Far

    Lo stregone Thot Amon appartiene ad una antica stirpe di uomini, antichi adoratori del mondo ignoto e dei demoni che da esso nascono. Morto molti anni fa, il mago è stato risvegliato da alcuni studiosi e ricercatori, in cerca del suo potere. Lo stregone è quasi imbattibile, infatti non ha veri PF, ma per ucciderlo bisogna separarlo dal suo "anello nero", un artefatto molto potente che gli ha permesso di rinascere. Una volta perso, lo stregone tornerà uno scheletro nel giro di 1d6 round, e perderà le capacità di controllo mentale sui nemici e il potere sui demoni evocati. Instinct: Potere sul mondo

    • demonologo
    • comandare la mente dei nemici
    • controllo demoni
    • il suo potere è racchiuso in un anello "nero"
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  • Necrocraft Solitary, Large, Construct, Terrifying, Amorphous
    Claws (b[2d10+4] damage 1 piercing) 27 HP 1 armor
    Forceful, Reach
    Special Qualities: Four arms, Loyal to creator, constructed of a patchwork of corpses

    Instinct: To obey its creator

    • Destroy intruders
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  • Mechanical Demigod Solitary, Magical, Divine, Intelligent, Cautious, Hoarder, Construct, Amorphous
    Chain Lightning (b[2d10+6] damage) 25 HP 8 armor
    Close, Forceful, Ignores Armor
    Special Qualities: Four arms, solid mithril body, darkvision, truesight

    The product of centuries of elven research into the links between magic, the divine, and the mortal soul, the Mechanical Demigod began as a simple experiment: could the soul of a long-dead elf be called back from beyond the veil and bound to animate a golem? For this task, the soul of a great hero was chosen as the test candidate. The results were incredible, but...something went wrong. Maybe the bond between soul and machine was unstable. Maybe the hero's death had been too traumatic. Maybe the power just went to its head. Whatever the cause, the thing went mad. Killed half the research team, caused the rest to flee and seal the door behind them. Now it lurks in the depths of that forgotten lab, waiting to be unleashed on a world unprepared for such tireless power. Instinct: To ascend to true godhood

    • Push the boundaries of magic
    • Make a display of arcane might
    • Assert superiority
    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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  • Solitary, Magical, Divine, Intelligent, Cautious, Hoarder, Construct, Amorphous
    (b[2d10+4] damage) 25 HP 8 armor
    Close, Forceful, Ignores Armor, Near, Far
    Special Qualities:

    Instinct:

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  • Mechanical Demigod Solitary, Magical, Divine, Intelligent, Cautious, Hoarder, Construct, Amorphous
    Chain lightning (b[2d10+4] damage) 25 HP 8 armor
    Close, Near, Far, Ignores Armor
    Special Qualities: Solid mithril construction, darkvision, god complex

    The product of centuries of elven research into the links between magic, the divine, and the mortal soul, the Mechanical Demigod began as a simple experiment: could the soul of a long-dead elf be called back from beyond the veil and bound to animate a golem? For this task, the soul of a great hero was chosen as the test candidate. The results were incredible, but...something went wrong. Maybe the bond between soul and machine was unstable. Maybe the hero's death had been too traumatic. Maybe the power just went to its head. Whatever the cause, the thing went mad. Killed half the research team, caused the rest to flee and seal the door behind them. Now it lurks in the depths of that forgotten lab, waiting to be unleashed on a world unprepared for such tireless power. Instinct: To ascend to true godhood

    • Push the boundaries of magic
    • Make a display of arcane might
    • Assert superiority
    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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  • Barbegazi Group, Stealthy, Devious, Intelligent
    Rocks and snow (d6 damage) 6 HP 0 armor
    Close, Near

    The Barbegazi are mountain spirits resembling slightly small but very muscular, people. They are covered in white fur and will reveal terrifying teeth when close enough to be engaged. They tend to keep their distance and rely on the features of their mountain homeland as weapons against trespassers. Instinct: Repel other creatures

    • Cause Avalanches
    • Trap someone in a bottleneck
    • They will relentlessly pursue and ambush
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  • Grimcleaver Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Construct, Terrifying, Amorphous
    Grimcleaver (b[3w[3d10+6] damage 2 piercing) 25 HP 7 armor
    Close, Forceful
    Special Qualities: Blood-soaked armor, Shadow mist, Stunning gaze, Nightmare aura

    Seven-foot-tall suits of blood-drenched armor wreathed in unnatural shadows, these terrible creatures were born of some dark god in times forgotten. Their purpose is to terrify and brutalize, before killing their prey. Their true names long forgotten, they're called now after their massive blades which cut not just flesh, but hopes, thoughts, memories, and bonds. When a grimcleaver approaches you, roll+wis. On a 10+, you overcome it's aura with nothing more than base uneasiness. On a 7-9, the GM picks one. On a miss, both. * If you immediately flee, mark XP * If you don't flee, take -1 ongoing while you're near it When you look right at a grimcleaver's face, roll+cha. On any results, it knows what you fear. On a 10+, it's also locked in gaze with you, fascinated, doing nothing for a moment. On a miss, you're overcome by visions of your fears. Instinct: To terrorize

    • Sever something
    • Vanish into or appear from shadows
    • Pursue beyond all odds
    • See fears
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  • Krus - Hammer Dwarf General Solitary, Stealthy, Organized, Intelligent, Cautious, Hoarder
    Massive Hammer (b[2d10+2] damage 2 piercing) 16 HP 5 armor
    Close

    Krus leads a massive band of hammer dwarf warriors. He seeks to slay his ancient foes the axe dwarves, and to live a life full of treasure, ale, song, sex, and violence. Instinct: to take what's rightfully his

    • Bash something with overwhelming force
    • Strike from surprise
    • Call in dwarven and elemental reinforcements
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  • Vognir the Frost Giant Solitary, Huge, Divine, Hoarder, Terrifying
    Massive improvised weapons (b[2d12+9] damage 3 piercing) 30 HP 3 armor
    Reach, Forceful
    Special Qualities: immune to cold, Massive and terrifying

    Vognir is a massive blue frost giant, over 60 feet tall, who is Augmund the mad wizard's pet. He doesn't seem to speak the languages of man, elf, or dwarf, but he and Augmund appear to be the best of friends. He's generally friendly, if somewhat intimidating, although if angered he's quick to lash out at smaller creatures. Instinct: to crush those that annoy him

    • Stomp on those smaller than him
    • Bellow out in rage, freezing the air around him
    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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  • Augmund the Mad Wizard Solitary, Magical, Intelligent, Cautious, Hoarder
    Magic Missile (d10 damage) 12 HP 5 armor
    Close, Ignores Armor, Near, Far

    Augmund the Mad Wizard was kicked out of the mage temple at Runewall, and now lives in the frozen north with his pet frost giant. He never leaves his home, is wary of strangers, is quite eccentric, but is also quite the master of the arcane arts. Instinct: to defend his home

    • Weave a powerful spell, if he feels like it
    • Weave a spell of destruction or chaos
    • Flee with great haste when frightened
    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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