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Subject: Maxminis Monster Manual

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ShadowLord XT
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07/13/2007 9:49 AM  
The last two monster manuals (4 and 5) seem to be less than great. So I came up with the idea of getting the maxminis community to create our own.
How about it?

Here, I'll start it off with something I made a while back:


Crpyt Guardian

Medium Construct
HD:
5d10 + 20 (50 hp)

Initiative: +0

Speed: 35 ft. (7 squares)
AC: 23 (+2 natural, +5 Dex, +2 deflection, +4 armor)

Base attack bonus/grapple: +5/+8
Attack: head +10 melee (1d4 + Salamander Saliva--see below) after successful grapple OR arm +10 melee (1d10+3 or 1d6 and Lrg. Scorpion Poison) OR head +10 ranged touch (Ungol Dust--see below) OR one leg +8 ranged (1d4+1)
Full Attack: head +8 melee (1d4 + Salamander--see below) and four arms +8 melee (1d10+3 or 1d6 and Lrg. Scorpion Poison) OR two legs +8 ranged (1d4+1) OR head +10 ranged touch (Ungol Dust--see below)

Space/Reach: 5ft. /5 ft.
Special Attacks: Poison, Death From Above
Special Qualities: Construct traits, Damage reduction 5/-, darkvision 60 ft., vulnerability to fire, change shape, protective bands
Saves: Fort +1, Ref +6, Will +2
Abilities: Str 16, Dex 20, Con -, Int -, Wis 12, Cha 12
Skills: Jump +13 (racial bonus of +8 on jump checks)
Feats: Multi-attack, Power Attack, Cleave
Environment: Any
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Usually Neutral Evil
Advancement: -
Level Adjustment: -

Death From Above (Ex): If a Crypt Guardian charges, it may attempt a Jump check (DC 20). If successful, it may make a full attack and all attacks receive a +2 bonus.

Poison (Ex): A Crypt Guardian utilizes the following types of poison:
Head: Salamander Saliva, DC20, initial (1d6 Fire, 1d4 Dex), secondary (unconsciousness). This poison can only be used once the puppet successfully grapples an opponent or it takes a –4 penalty to the attack.
Head: Ungol Dust (see Core Rulebook II). This attack can only be used once. Range increment of 75 ft. and once it has hit something it explodes in a radius of 20ft X 20ft.
Arms: Large Scorpion Poison (see Core Rulebook II).

Change Shape (Su): A Crypt Guardian can assume the shape of any Medium humanoid. In humanoid form, it loses its natural attacks. It can remain in humanoid form until it chooses to assume a new one, or revert to its natural form. A change in form cannot be dispelled, but a Crypt Guardian reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Protective Bands (Su): A Crypt Guardian is encased in protective, metal bands. These bands provide a +2 deflection bonus to its armor class. The bands lose their protective quality when the Crypt Guardian is destroyed.

Quick Change (Su): A Crypt Guardian can change its arm weapons from a bastard sword to a poison needle or vise-versa (Or retract then completly) as a free action.

The poison's can be changed to whatever you want. The ones listed were for my adventure.


So you have an idea? Great, just copy and paste the stats above, erase the special abilities and everything else that isn't bolded, and fill it in with your own creation.
I'm sure this will be fun.


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07/13/2007 9:53 AM  
A physical description of your creature (and en explanation of the "puppets") would make this better. I'm just not getting a mental image of what it looks like.

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07/13/2007 9:59 AM  
Posted By GuJiaXian on 07/13/2007 9:53 AM
A physical description of your creature (and en explanation of the "puppets") would make this better. I'm just not getting a mental image of what it looks like.


Sorry about the puppets thing. I used to call this thing a puppet, but I thought that would be confused with something that is controlled by omeone else. I'll go edit.

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¯\(°_o)/¯

07/13/2007 10:44 AM  
this space reserved for eventual entry... my DM makes up monsters all the time and so i have to steal one from him...

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ShadowLord XT
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07/13/2007 10:52 AM  
Posted By vanrulzz on 07/13/2007 10:44 AM
this space reserved for eventual entry... my DM makes up monsters all the time and so i have to steal one from him...


Only one? Why not more?

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¯\(°_o)/¯

07/14/2007 9:17 AM  
Posted By ShadowLord XT on 07/13/2007 10:52 AM
Posted By vanrulzz on 07/13/2007 10:44 AM
this space reserved for eventual entry... my DM makes up monsters all the time and so i have to steal one from him...


Only one? Why not more?


ok, ok i will steal a lot from him.

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07/15/2007 9:52 AM  
I'll defintiely have a few to add. I LOVE this idea, Kudos!

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07/16/2007 7:41 PM  
Sweet, my first cross-over thread.
http://geekedondungeonsanddragons.com/Role-Playing-Discussions-c1/Monster-Manual-f49.htm

On another note, I am eagerly waiting for this idea to get off the ground. I'm coming up with creatures as well so don't feel like your alone.

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07/18/2007 12:36 PM  
Speaking of cross-overs.

If you like to make monsters and are interested in maybe seeing your name in publication, consider monsters for Knowledge Arcana, especially for the new Icebound setting.

While you're there, bookmark the contest thread. Maybe you can win something for your cool monster.

Dave

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ShadowLord XT
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07/18/2007 1:29 PM  
Excellent. Thanks for the links. I'll look at them when I have more time.

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07/31/2007 12:08 PM  
Xig Swarm

Fine Construct (Large swarm)
HD:
10d6 + 2 (33 hp)

Initiative: +3

Speed: 5 ft. (1 square) fly 40 ft (8 squares)
AC: 18 (+4 Dex, +4 size) touch 18, ff 14

Base attack bonus: +3
Attack: Swarm (2d6 + bleed)
Full Attack: Swarm (2d6 + bleed)

Space/Reach: 10 ft./ 0 ft.
Special Attacks: Distraction, Bleed, Inhabit
Special Qualities: DR 15/ Adamantium, Swarm Traits, Resist Cold 5, Constuct Traits
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 1, Dex 18, Con -, Int -, Wis 11, Cha 5
Skills: Spot +6, Hide +4
Feats: /
Environment: Any
Organization: Solitary or Fright (2-4 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A Xig looks like a metal fly with small green glowing eyes. It's wings are on it's head with the rest of the body haning beneath it. It's abdomin has restractable blades that it uses to attack with. When in a swarm, it uses the blades to inhabit living creatures by cutting the host on the inside if they resist.

Distraction (Ex): Any living creature that begins it's turn in a Xig swarm's space must succeed a DC 15 Fortitude save or be nausiated for 1 round. Save DC is constitution based.

Bleed (Ex): A living creature damaged by a Xig swarm continues to bleed, losing 1 hit point per round there after. Every round the damage increases by 1 point. Multiple wounds don't stack bleed damage. Bleeding can be stopped by a DC 15 heal check or healing magic. Any bleeding after being healed starts at 1 point of damage again.

Inhabit (Ex): A Xig swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the Xig swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

If a Xig swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a Xig swarm inhabits a living victim, it can control the victim’s movement and actions as if using dominate monster on the victim. The Xigs quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead. If the host tries to resist being taken over by moving their own body, they take the Xig swarm's attack damage. There is a 30% chance they will be able to move after taking the damage. The host (if successful) gets a partial action.

A Xig-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.


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08/01/2007 9:09 PM  
Looking good.

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08/06/2007 11:17 AM  

Here's one from me.

 

Dedack Slavers

Medium – Dragon – Spawn - Humanoid

HD:Â4d8 + 8 (26 HP)

Initiative:Â+4

Speed:Â25ft (flying 40ft)

AC:Â18 (+2 Natural, +4 Dex, +2 Armor)

BAB/Grapple:Â+4/+7

Attack:Â+8 Short Sword (1d6+3 and 1d6 acid) or +7 Bite (1d6 nonlethal while grappling) or +7 Claw (1d6+3)

Ranged Attack: +9 Flaming Acid Blob (while flying only – See Special Attacks)

Full Attack:Â+8 Short Sword (1d6+3) and +3 Claw (1d6+3), OR +7 Claw (1d6+3) and +7 Claw (1d6+3) OR +10 Grapple and +7 Bite (1d6 nonlethal)

Space/Reach:Â5 ft./5 ft.

Special Attacks:ÂFlaming Acid Blob, Assist Grappling, Acid Blade

Special Qualities:ÂFlying, Immune Acid, resist 5 fire, Low Light Vision

Saves:ÂFort +4, Ref +7, Will, +3

Abilitites:ÂStr 16, Dex 18, Con 14, Int 11, Wis 12, Cha 10

Skills:ÂSpot + 10, Listen +9, Intimidate +6, Hide +6, Move Silently +7

Feats: Point Blank Shot, Improved Grapple

Environment:ÂAll except Polar/Arctic

Organization:ÂSolitary, Scouting Party (1d4+1), Raiding Party (2d10+2 Slavers + 1d4 Sergeants), War Regiment (4d10 +4 Slavers + 4 Sergeants + 1d2 very young green dragons + 1 Regiment Leader),ÂVilliage (1 War Regiment, 2 Raiding Partys, 4 Scout Partys, 6d10 Commoners/young, 2d12 Slaves, 25% Chance Warlord)

CR: 3

Treasure:Â1d10 Gp, MW Short Sword, Hide Armor, Beak Flint rock.

Alignment:ÂNormally LE.

Advancement:Â5-7 HD (Sergeant), 8-10 HD (Regiment Leader), 11-13 HD (Warlord)

Level Adjustment:Â-

Languages – Common, Draconic, Dedack

 

Flaming Acid Blob (Ex) – Dedack produce acid which they store internally in a pouch in their throats.Â3x/day they can cough up gelatinous ball of acid that they will spit at their target while flying above them.ÂBy clicking their Beak Flint they can ignite the flaming blob as it leaves their mouth.ÂThe blob will cause (1d6 acid damage and 1d4 fire damage at the point of impact and will deal 1d4 acid splash damage to all adjacent squares).

 

Acid Blade (Ex) – Prior to engaging in hand-to-hand combat, Dedack will often cough a blob of acid into their hands and smear the acid onto their blades, causing successful hits to deal 1d6 acid damage in addition to the blade’s normal damage.

 

Assist Grappling (Ex) – As a racial bonus, Dedack gain the feat Improved Grapple as well as a +6 bonus to grappling for each Dedack attempting to grapple a targe creature (max +1.

 

Combat Style:ÂDedack hunt for potential slaves by flying over small villages at dawn or dusk.ÂThey will attack first from the sky using flaming acid blobs to cause confusion and panic, often separating their target from other villagers.ÂThen they land and subdue a victim by grappling it and flying with it into the air again to return to their home.ÂWhen forced into hand-to-hand combat they will spit acid onto their claws and Masterwork Short Swords prior to engaging.Â

 

Dedack are tall (~6’), with long necks and elongated heads with dark green beak-like protrusions giving them as much of a bird-like appearance as their scaled bodies give them the dragonesque appearance of their true heritage.ÂTheir legs and torso are humanoid in shape, and green leathery, scaled wings fold neatly beneath their arms.ÂSet into the top and bottom of their beak-like maws are Flint rocks, which they click together to make sparks.ÂBulging from their long necks are acid sacks, into which they secrete ~3 lbs/day of an acid gel that they can expel at will with an undulating cough.

 

They live as slave masters, keeping slaves for growing food and mining and all other menial tasks.ÂHarsh taskmasters, the Dedack need frequent replacements for slaves who perish or are sold, traded or used for sport.

 

Dedack will typically avoid well protected villages and cities unless they are desperate for slaves, or provoked.ÂScouts will rarely attack unless the victim appears unprotected or helpless.Â


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08/06/2007 2:44 PM  
Yay, it's all starting to come together. Thanks Zoons.

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08/07/2007 7:40 AM  
Questions on the creataures:

Shadowlord: why are victims of the xig zwarm nauseated? What causes that effect? Is it a gas, an odor, etc...?

Zoons: how does the dedack blade resist the acid that is being smeared over it?

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08/07/2007 8:55 AM  

Bah.  All of those boxes that somehow infested my post make it harder to read.  Not very pretty indeed.

 

As to the question of the blades... They don't resist the acid.  They're just ordinary masterwork shortswords made by their slaves.  They won't immediately rust, they'll last through a short battle.  Then they'll be tossed aside.  Note that they fight nearly as well with their claws anyway.  Also, they tend to avoid much hand-to-hand battle anyway, preferring to hit and run their victims by causing confusion with their arial attacks and then swarming a victim and carrying him/her away alive.  The slavers are not the true "warriors" of the species.


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08/07/2007 9:10 AM  
Posted By Skyscraper on 08/07/2007 7:40 AM

Shadowlord: why are victims of the xig zwarm nauseated? What causes that effect? Is it a gas, an odor, etc...?


I thought that was a function of the swarm subtype, just having all these creepy crwlies all over you.


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08/07/2007 10:54 AM  
Zoons: i'm unsure if acid makes metal rust or actually disolves it, i guess it depends on the acid type. But if you're looking at the type of acid that is strong enough to disolve skin, e.g. the type of acid that damages an opponent immediately when the acid is sprayed on the opponent, i believe we're assuming the strong disolving kind. If so, the sword might be damaged immediately upon application of the acid on it. This would compromise the sword immediately IMO.

How about the dedack smearing acid on their own claws?

Also: dedacks are medium creatures. Flying away with another creature would have to follow the carrying capacity rules. I doubt that they could fly away with another medium-sized creature (with their 16 STR), which would limit their attacks against a party of PCs (unless they're all halflings or gnomes). How about making the dedack a large creature? That might allow them to fly away with a medium-sized creature (i would check the carrying capacity and flight rules to make sure).

gss_000: although i don't like having stuff crawling over me, i don't think that it spontaneously causes nausea. I would think that there'd need to be some kind of concrete effect to actually cause nausea. Perhaps that would be related to the fact that you're surrounded by the swarm or that the creatures crawl over you, but still i would think that this should be defined as some kind of EX or SU ability (edit: more probably SU).

Sky


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08/07/2007 4:15 PM  
Posted By Skyscraper on 08/07/2007 10:54 AM

gss_000: although i don't like having stuff crawling over me, i don't think that it spontaneously causes nausea. I would think that there'd need to be some kind of concrete effect to actually cause nausea. Perhaps that would be related to the fact that you're surrounded by the swarm or that the creatures crawl over you, but still i would think that this should be defined as some kind of EX or SU ability (edit: more probably SU).


Being constructs I could have it so that the Xigs emmit a nasty odour as a byproduct of their movement (like a car).

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08/07/2007 4:19 PM  
Straight from the monster manual:

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in it's square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in the swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. 

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08/08/2007 6:47 AM  
Posted By Skyscraper on 08/07/2007 10:54 AM
Zoons: i'm unsure if acid makes metal rust or actually disolves it, i guess it depends on the acid type. But if you're looking at the type of acid that is strong enough to disolve skin, e.g. the type of acid that damages an opponent immediately when the acid is sprayed on the opponent, i believe we're assuming the strong disolving kind. If so, the sword might be damaged immediately upon application of the acid on it. This would compromise the sword immediately IMO.

How about the dedack smearing acid on their own claws?

Also: dedacks are medium creatures. Flying away with another creature would have to follow the carrying capacity rules. I doubt that they could fly away with another medium-sized creature (with their 16 STR), which would limit their attacks against a party of PCs (unless they're all halflings or gnomes). How about making the dedack a large creature? That might allow them to fly away with a medium-sized creature (i would check the carrying capacity and flight rules to make sure).



Sky,

The acid situation still makes sense to me.  I realize D&D does not make distinctions between acids and what they do (for simplification), but consider Lemon Juice.  By itself, it is a weak organic acid.  It will corrode iron slowly if given time, but if sprayed into your eye or into a cut, it reacts rather quickly.  Now consider Hydroflouric Acid.  It's a very potent inorganic acid that would corrode iron almost immediately.  If gotten onto your skin, it passes through almost immediately barely reacting until it gets to the calcium resevoir in your bones.  THere, it begins a neutralization reaction that eats the bone while creating enough heat to boil the skin above it.  I'm suggesting that a reasonable acid for a creature to produce internally would be somewhere in between.  Strongly corrosive to skin (exception - acid resistant skin like the dedack's) and moderately corrosive to iron/metals.  Perhaps I have too much chemistry in my background to look at this objectively though.

The flying with a prisoner rules I'll have to look into a little more.  Ideally for the dedack, it's victim is not an adventurer, but a farmer or blacksmith who would likely have skills the dedack society could exploit.  They probably wouldn't hesitate to scoop up a small or  lower level adventurer like a Gnome or halfling or lightly armored mage/bard/thief/druid though.Â

I don't believe that flying encumbered would be a problem for them as once they're airborne, they would be hard to follow by potential rescuers and would have protection from the rest of the hunting party.  Ideally they should be able to carry the victim for a suitable distance to ensure safety before becoming tired, though.  I'll look into it and revise if necessary.

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08/09/2007 8:22 AM  
Posted By Wraithborne on 08/07/2007 4:19 PM
Straight from the monster manual:

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in it's square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in the swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. 

Intersting. An EX it is then

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08/09/2007 8:30 AM  
Posted By Zoons on 08/08/2007 6:47 AM
Sky,

The acid situation still makes sense to me.  I realize D&D does not make distinctions between acids and what they do (for simplification), but consider Lemon Juice.  By itself, it is a weak organic acid.  It will corrode iron slowly if given time, but if sprayed into your eye or into a cut, it reacts rather quickly.  Now consider Hydroflouric Acid.  It's a very potent inorganic acid that would corrode iron almost immediately.  If gotten onto your skin, it passes through almost immediately barely reacting until it gets to the calcium resevoir in your bones.  THere, it begins a neutralization reaction that eats the bone while creating enough heat to boil the skin above it.  I'm suggesting that a reasonable acid for a creature to produce internally would be somewhere in between.  Strongly corrosive to skin (exception - acid resistant skin like the dedack's) and moderately corrosive to iron/metals.  Perhaps I have too much chemistry in my background to look at this objectively though.

The flying with a prisoner rules I'll have to look into a little more.  Ideally for the dedack, it's victim is not an adventurer, but a farmer or blacksmith who would likely have skills the dedack society could exploit.  They probably wouldn't hesitate to scoop up a small or  lower level adventurer like a Gnome or halfling or lightly armored mage/bard/thief/druid though.Â

I don't believe that flying encumbered would be a problem for them as once they're airborne, they would be hard to follow by potential rescuers and would have protection from the rest of the hunting party.  Ideally they should be able to carry the victim for a suitable distance to ensure safety before becoming tired, though.  I'll look into it and revise if necessary.

Hehe, perhaps it is me that doesn't have enough chemistry in my background to look at this objectively

I was raising the point about the acid because in my neophyte's mind, acid that disolves skin (or rather reacts to bone to boil the skin, as you point out) would disolve metal. I guess you're quite correct that a special acidic substance might not hurt the metal but only the skin.

Question: how do you handle a full-plated character then? Would he not benefit from additional protection compared to, say, a monk wearing no tunic and no armor, since metal is immune (at least on the short-term) to the acid?

Sky

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08/09/2007 9:43 AM  

Sky,

 

Well, I would look at it this way, the acid is going to work it's way beneath the armor pretty quickly with all the running around, arm waving and whatnot of battle.   In the case of the Plate wearing fellow, I'd say he is probably chaffed more than the comfortably dressed monk, and thus more sensitive to the acid.  Plus, he probably still has a lot of exposed areas around the face, and he has to breathe the vapors.Â

I dunno, you have to draw the line some where, and I don't think I'd choose Plate Mail for my Haz-Mat gear.  Plate mail works better against a guy with a mace than a girl with mace,  If you know what I mean.


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Umass Amherst Baby!

08/30/2007 1:57 PM  
Oddly enough, Plate mail works poorly against either kinds of Mace.

Before anyone mentions it too, it also works poorly against Mace Windu.

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Plane of Shadow

09/14/2007 1:36 PM  
I really thought this would be a hit. I guess with 4e no one cares about 3.5 creatures .

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