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  • Darakhul Ghoul Solitary, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder, Amorphous
    War Pickaxe (b[2d8] damage) 19 HP 2 armor
    Close

    Ghouls that hide among the living, plotting to take them over. Instinct: Honor the emperor

    • Fool the living
    • Let out a horrendous smell
    • Infect a living being
    • Call a Ghoul mob
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  • Iron Ghoul Group, Devious, Organized, Intelligent, Amorphous
    Glaive (b[2d6+4] damage) 17 HP 5 armor
    Close, Forceful

    The elite of Nicoforus' army. Large Ghouls armed with glaives and protected by heavy scale mails. Instinct: Honor the Emperor

    • Tear flesh
    • Infect a living being
    • Order lower Ghouls
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  • Black Dragon Gang Bandit Group, Organized, Intelligent
    Improvised weapons (b[2d8+4] damage) 10 HP 2 armor
    Close, Forceful

    Instinct: To intimidate

    • Rough up marks
    • Rally the other toughs
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  • Emperor Nicoforus Solitary, Magical, Organized, Intelligent, Hoarder, Terrifying, Amorphous
    Touch of Death (w[2d12] damage) 19 HP 5 armor
    Close, Ignores Armor, Far
    Special Qualities: Aspect of Death

    Emperor of the underground Ghouls. Plans to dominate the underground and surface of the Carcass. Instinct: Take over the lands of the living

    • Twist life till it can't be called that anymore
    • Control Life and death
    • Call a Ghoul strike
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  • Wizardweird Group
    flailing fists (d6 damage) 4 HP 0 armor
    Close

    Addicted to wizard weed these poor sods wander around like zombies trying to get more. Instinct: Use wizard weed

    • Search for more wizard weed
    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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  • Town Guard Group
    Baton (d8 damage) 6 HP 2 armor
    Close

    With the help of invisibility seeds they appear out of nowhere at signs of unruly trouble. Outsiders get little trust. Instinct: Apprehend trouble makers

    • Appears out of nowhere
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  • Poota Solitary, Large
    Big Ol' Fists (d10+2 damage) 16 HP 2 armor
    Forceful

    Strong, huge, with tough, thick, hide, he enforces order at the tavern and will follow Alice's order unquestioningly. Instinct: Protect Alice

    • Toss out unruly patrons
    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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  • Henchman Group
    Bullwhip (d6 damage) 6 HP 1 armor
    Close, Near

    Large and lumbering, they enjoy their job because they like violence. Instinct: Follow Zerga's orders

    • Bully townsfolk
    • Tangle up enemies with whip
    • Trip up enemies with whip
    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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  • Warp Ferret Solitary, Tiny
    Bite (d8 damage) 8 HP 0 armor
    Hand, Ignores Armor

    The warp ferret stalks its prey. Once it's locked onto its target it shakes and twitches faster and faster until it lunges forward and disappears only to teleport inside its victim where it proceeds to chew its way out Instinct: Eat you from the inside out

    • Teleport inside its victim
    • Leap about in a blur
    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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  • Basilisk Solitary, Huge, Magical, Stealthy, Devious, Intelligent, Cautious, Planar, Terrifying
    Bite, Constrict, Tail Swipe (b[2d10+7] damage 4 piercing) 24 HP 7 armor
    Reach, Forceful, Near
    Special Qualities: Petrifying Bite, Amphibious, All of its eyes

    Instinct: Hungry

    • Petrify the foolish who would dare look upon it
    • To stare upon it is to invite it's petrifying gaze
    • It turns you to stone
    • Primordial
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