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finished rewrite
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yochaigal committed Jan 24, 2024
1 parent 6635a69 commit 47d4bf3
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# Werespider
# Aranea

6 HP, 13 STR, 12 DEX, 15 WIL, bite (d8)

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7 changes: 3 additions & 4 deletions resources/monsters/invisible-stalker.md
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# Invisible Stalker

8 HP, 12 STR, 12 DEX, 15 WIL, unarmed blows (d6+d4)
8 HP, 12 STR, 12 DEX, 15 WIL, fists (d4+d4)

- Intelligent beings coalesced from arcane energies into a humanoid shape. Summoned by powerful wizards to perform tasks for them.
- Completely invisible and silent, detecting it is virtually impossible.
- If killed, the energies disperse and can later be reformed by its summoner.
- Intelligent beings shaped into reality by a powerful wizard. Completely invisible and silent.
- Attacks deal direct STR damage (subtracting Armor).
7 changes: 3 additions & 4 deletions resources/monsters/iron-construct.md
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# Iron Construct

18 HP, 3 Armor, 18 STR, 8 WIL, sword (d12+d12)
8 HP, 3 Armor, 15 STR, 5 DEX, 8 WIL, giant sword (d12)

- 12’ humanoid statues forged of metal, fire, and magic. Wield massive swords of iron.
- Immune to mundane attacks, electricity, and cold. Fire damage is absorbed, and heals any lost STR.
- **Poison Gas**: Releases a cloud of poisonous gas (d4 STR damage to all nearby). Anyone breathing the gas must also pass a STR save or die of toxic death.
- Tall, humanoid statues forged of metal, fire, and magic. Wield massive swords of iron.
- Immune to mundane attacks, electricity, and cold. Fire damage is absorbed and heals any lost STR.
2 changes: 1 addition & 1 deletion resources/monsters/killer-bees.md
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- Oversized bees that build underground hives. Hyper aggressive, attack anything that comes near.
- Produce special honey that heals 1d6 STR. 3 uses.
- When the bees cause STR damage, the stinger is lodged into the target, dealing d4 damage each round until removed.
- When the bees cause STR damage, the stingers are lodged into the target, dealing d4 damage each round until removed.
2 changes: 1 addition & 1 deletion resources/monsters/kraken.md
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16 HP, 15 STR, 13 DEX, 8 WIL, arms (d10, _blast_)

- Titanic, eight-armed saltwater monstrosity that build enormous "castles" deep below the ocean.
- Titanic, eight-armed saltwater monstrosities that build enormous "castles" deep below the ocean.
- Terrorize ships and coastal cities alike in their obsessive search for building materials.
4 changes: 2 additions & 2 deletions resources/monsters/medusa.md
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# Medusa

10 HP, 8 STR, 12 DEX, 16 WIL, snake bites (d6+d4) or gaze (save)
10 HP, 8 STR, 12 DEX, 16 WIL, snake bite (d8)

- Magical creatures that resemble humanoid women, but have snakes in place of hair. Proud and territorial.
- Those who gaze upon the eyes of the Medusa are quickly turned to stone (its reflection is harmless). Attacks against it are almost always _impaired_.
- **Gaze**: Those who look into the eyes of the Medusa are quickly turned to stone (its reflection is harmless). Attacks against it are almost normally _impaired_.
- If severed, a Medusa’s head maintains its powers for a full day.
2 changes: 1 addition & 1 deletion resources/monsters/minotaur.md
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# Minotaur

12 HP, 1 Armor, 16 STR, 12 DEX, 8 WIL, two-handed axe (d10) or horns (d6+d6)
12 HP, 1 Armor, 16 STR, 12 DEX, 8 WIL, two-handed axe (d10) or charge (d12)

- A large humanoid (typically male) with the head of a bull. Dwell in mazes or dungeons.
- Extraordinary trackers with an excellent sense of smell and navigation skills.
2 changes: 1 addition & 1 deletion resources/monsters/mummy.md
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6 HP, 12 STR, 8 DEX, 6 WIL, necrotic touch (d10)

- Undead humanoids wrapped in funerary cloth. Found in pyramids, ruins, temples, and tombs.
- **Critical Damage**: Target is infected with mummy rot, and are unable to recover STR until they are cured by a specialist healer.
- **Critical Damage**: Target is infected with mummy rot, and is unable to recover STR until they are cured by a specialist healer.
2 changes: 1 addition & 1 deletion resources/monsters/nightmare.md
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# Nightmare

8 HP, 15 STR, 12 DEX, 18 WIL, flaming hooves (d8+d8)
8 HP, 15 STR, 12 DEX, 8 WIL, flaming hooves (d8+d8)

- Intelligent, demonic horses with eyes like burning coals, smoldering nostrils, and flaming hooves.
- Melee attacks against the Nightmare are _impaired_ due to the thick clouds of smoke it produces.
2 changes: 1 addition & 1 deletion resources/monsters/storm-giant.md
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# Storm Giant

18 HP, 2 Armor, 18 STR, 16 DEX, 18 WIL, greatsword (d12+d10), _detachment_
18 HP, 2 Armor, 18 STR, 16 DEX, 18 WIL, greatsword (d12), _detachment_

- Building-sized humanoids with bronze-hued skin and light-colored hair. Live on the highest mountain peaks and rockiest coastlines.
- Unharmed by lightning, can summon storm clouds at their will. Can fly with the wind as a their chariot.
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2 changes: 1 addition & 1 deletion resources/monsters/titan.md
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# Titan

18 HP, 3 Armor, 16 STR, 15 DEX, 18 WIL, lightning sword (d12)
18 HP, 3 Armor, 16 STR, 15 DEX, 18 WIL, lightning sword (d12), _detachment_

- Mythical, humanoid giants of radiant beauty and powerfully athletic bodies. Beneficent of character, but prone to megalomania.
- Natives of other planes of existence, but sometimes have strongholds in the mortal world.
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2 changes: 1 addition & 1 deletion resources/monsters/treant.md
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10 HP, 3 Armor, 15 STR, 3 DEX, 12 WIL, roots (d10+d10, _blast_)

- A sentient, bipedal tree with a vaguely humanoid face on its trunk. Found in the deepest part of the wood.
- Speaks slowly and ponderously, with a deep and lustrous voice. Timeless, living for thousands of years.
- Speaks slowly and ponderously, with a deep voice. Timeless, living for thousands of years.
5 changes: 2 additions & 3 deletions resources/monsters/unicorn.md
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# Unicorn

6 HP, 12 DEX, 14 WIL, horn (d10, ignores armor)
6 HP, 14 STR, 12 DEX, 14 WIL, horn (d10, ignores armor)

- Magical horses with a single long horn on its forehead. Timid, but proud and wilful, are seen as divine beings.
- Its hairs are worth small fortunes due to its powerful healing properties.
- Can teleport to any place in its sight once a day.
- Its hairs are worth small fortunes due to their powerful healing properties.
2 changes: 1 addition & 1 deletion resources/monsters/zombie.md
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- Re-animated corpse brought back through necromantic ritual or fell influence. Immune to all mind-influencing effects.
- If not utterly destroyed (fire, complete dismemberment, etc.), the Zombie will rise again within a few minutes.
- **Critical Damage**: Target becomes infected, and is _deprived_. Without the services of a specialist or healer, they will become a zombie in 1d4 days.
- **Critical Damage**: Target is infected and becomes _deprived_. Without the services of a specialist or healer, they will become a zombie in 1d4 days.

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