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Feb 2nd, 2018
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  1. Key Skeleton is an undead creature that is born whenever a master thief dies without a proper burial. As necromantic energies fill his body, his flesh quickly turns to dust, while his bones change shape, all of them growing key-like features and becoming bone keys. A key skeleton is motivated solely by its need to steal. Stealing is almost insultingly easy for a key skeleton, because its key bones can unlock absolutely any lock.
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  3. The monetary value of the things it steals does not concern a key skeleton in the least; instead, it goes after the items most treasured by their owners, which it can magically sense. A pendant given by a lover lost at sea, a child's favourite toy, a banker's first earned coin - these are the items a key skeleton goes after. It keeps its loot within its ribcage, which becomes a container protected by a naturally formed bone padlock. When it steals an item that doesn't fit within its ribcage, for instance, a sportcar, the skeleton can magically shrink it.
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  5. The magical properties of a key skeleton's bones make it a natural target for master thieves. However, defeating a key skeleton is no small feat. As it transforms, one of its femurs grows into a large keyblade that the skeleton masterfully wields as a weapon. Anyone stricken by this keyblade is subjected to the skeleton's curse: this person could never lock anything again, and no locks of any kind would work near it. All of the buttons on his clothes would instantly unbutton, all zippers unzip. Even the bodily functions of this poor person are subjected to the curse, as he would no longer be able to close his eyes, his mouth or even hold it in.
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  9. Anybody who's lived for a long period of time in a city would confirm that every major settlement has an unmistakable spirit. Therefore, it should come off as no surprise that whenever a town is destroyed by a cataclysm or invaders, it often stays in the world as a ghost, just the way humans do. When fully manifested, Ghost Towns look like enormous humanoid colossi composed of a mishmash of buildings and architectural elements. However, they only fully materialise when they travel short distances or fight.
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  11. Like a vampire thirsts for blood, a Ghost Town thirsts for citizens; for what are they if not the lifeblood of any settlement? Typically, they find a convenient place along a major road, materialise one of their buildings near it while hiding the rest of their bodies and wait for inexperienced travellers to stay overnight in a coaching inn that wasn't on any maps. Some prefer to materialise a lavish house on a hill near a big settlement, which a mysterious agent is willing to sell to young families for a curiously low price. But, no matter how people enter a Ghost Town, they can never get out. They find themselves trapped forever in a maddening maze of interconnected rooms and corridors that belonged to the buildings of Ghost Town when it was a real settlement. All the while, their lifeforce is being drained by the malicious apparition, until they join the ranks of its the ghostly citizens.
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  13. There's practically no hope of defeating a Ghost Town from the outside for anyone weaker than a major dragon: it has the combined strength of all of its citizens and then some. It can only be defeated from within by finding an object known as the Key to the Town and destroying it. That being said, the Ghost Town would do anything to prevent this outcome.
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  17. A skulldozer is born when a person possessed of a great thirst for destruction dies without a proper burial. His flesh and bones turn to dust, leaving only the skull, which undergoes rapid transformations by growing in size and sprouting bone spikes. This monstrous skull attacks by rolling into its enemies and is already dangerous enough, but it's only once it has killed a couple of creatures that it starts to realise its true potential. Skulldozers use the bones of their victims as machine parts, constructing bone machines around them where their original skull serves as the engine. They're possessed of an instinctive knowledge of engineering that allows them to create truly impressive bone machines. It's too bad all of them serve only one function - destruction.
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  19. The final form of a skulldozer depends on the bones that it has managed to salvage, making sure that no two of them look remotely alike. Some of them are like skeletal bulldozers, others are like wrecking ball cranes, catapults or steamrollers. But a skulldozer is never satisfied with its present form, it's always on the lookout for more rare bones to make new tools of destruction from. The oldest of them look like armoured trains bristling with bone weapons.
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  21. However, destruction of everything that stands in its way is the primary objective of a skulldozer. It gladly levels settlements, uproots forests and buries rivers under heaps of dirt. On the positive side, it's completely unbiased in choosing the next goal for its demolition spree. In fact, some less than scrupulous feudal lords use rare bones, typically those of unearthed fossils, to lure skulldozers into the demesne of their rivals.
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  25. When a person killed by a lightning strike is not given a proper burial, it turns into an Electrozombie. His veins become power cables, his bodily fluids turn into an alkaline electrolyte solution, and his brain becomes a powerful electric generator that is recharged by sucking out the bioelectricity of living creatures. Any sentient creature slain this way also transforms into an Electrozombie, resulting in massive infestations.
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  27. Electrozombies generate a powerful magnetic field, making fighting them with metallic weapons or in metallic armour extremely challenging. They're always covered in small metallic objects stuck to them, such as nails or tableware, which serve as natural armour. Arcs of electricity dance on their bodies, striking at anyone who approaches them too closely. They can also shoot lightning bolts, but hardly ever resort to this attack, since it uses up too much charge. Once its inner accumulator runs out of charge, an Electrozombie drops dead, and only an electric shock comparable to the lightning strike that created it can bring it back up. Therefore, the best strategy when fighting an Electrozombie infestation is to isolate their horde and just wait for them to begin dropping.
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  29. As proven by their usage of group tactics, they are at least somewhat sentient in contrast to regular zombies. While they do not speak, it seems that they can communicate across great distances via radiowaves that they generate. Any radio receiver near an Electrozombie infestation begins picking up white noise interspersed with unintelligible sinister whispers.
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  33. Gallowanters are created when a vicious criminal is not given his last rites before being hanged. When his black soul possesses the gallows, his body and the gallows fuse together into an undead monstrosity that feeds on the breath of the living. The side beams of the gallows bend in the middle and grow vicious talons on the ends, turning into bird-like timber legs. Meanwhile, two long ropes ending with nooses grow from the hanged criminal's palms that he can control like tentacles.
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  35. A gallowanter stalks the countryside on its timber legs, looking for victims to strangle. Once he manages to put his noose around someone's neck, it can only be removed by magical means: due to the necromantic energies coursing through it, gallowanter's rope is so hard as if it was made from metal. When faced with serious opposition, gallowanters use their ropes as powerful whips that give their enemies breathing problems with every successful strike.
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  37. A gallowanter's weak spot is the rope connecting the criminal's corpse to the gallows; if it is severed, the creature dies instantly. When it dies, a powerful gust of wind bursts from its chest, composed of all the breaths that it stole over time. In spite of the extreme danger they pose in combat, gallowanters are often hunted down by practitioners of the occult arts because their ropes are priceless as an ingredient.
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  41. If the final note of a person who committed suicide is left unread until the burial, it is possessed by his restless spirit and turns into a vicious undead creature known as Script Horror. The piece of paper on which the note was written grows several times in size and folds itself into a skeleton origami shape. It's sentient and rather talkative, but it can't communicate verbally; instead, it communicates by changing or rearranging the words written on it into coherent or cryptic sentences.
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  43. Script Horror attacks by ripping written words off of its body and throwing them like javelins at its enemies. If the hit connects, this word is immediately applied to the target. If it's an adjective, the target changes to fit this description; usually this results in a debuff of some sort, but if the adjective is something along the lines of "dead", then it's instantly killed. If it's a noun, then the target is polymorphed into the object that this noun refers to, be that an apple or pointlessness. If it' a verb, then the action that the word describes is applied to the target. It's kicked, it falls, or perhaps even dies.
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  45. Script Horror is less interested in humans than it is in newspapers, specifically the obituary section. Once it gains possession of one, it sucks the words of the obituary into itself, feeding on them. The person that the obituary in question referred to immediately rises up as an undead under the control of the Script Horror.
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  49. Cardiovaskulkers are vicious vampires created when a person who died from any form of heart disease isn't given a proper burial. Outwardly they look like normal, healthy humans who appear to live quiet lives and don't do anything suspicious during the day. But, once the night falls, the vampire's circulatory system leaves his motionless body through the mouth, still retaining its humanoid shape, and goes hunting for fresh blood to fill its veins.
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  51. While this creature, composed of unprotected blood vessels, may appear defenceless, its appearance is deceiving. Cardiovaskulkers possess extremely powerful haemokinesis - in other words, the ability to manipulate blood over distance. Using this ability, they can create weapons or armour for themselves from solidified blood, control any creature within which blood flows as a marionette or cause deadly internal haemorrhage.
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  53. The only reliable way to kill a cardiovaskulker is by ambushing it and striking at its heart. If its host body is discovered and destroyed, the cardiovaskulker can find itself a new one by crawling into a sleeping human's body, burning its circulatory system with its acidic blood and replacing it. It automatically consumes the memories of the person it took over, making it impossible to detect.
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  57. When an entire inhabited planet is destroyed by some cataclysmic event, its shards drifting in space eventually turn into vicious undead creatures known as a Death Worlds. As time goes by, these shards slowly assume a spherical shape and turn into miniature planets. Oceans of toxic sludge appear of their surfaces, and their continents assume the macabre shape of a grinning skull. Once the transformation is complete, a Death World embarks on its universe-spanning crusade against all forms of life. They travel the space on the lookout for inhabited planets. Once one has been located, the Death World makes a landfall and uses its necromantic abilities to create devastating undead hordes.
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  59. Death Worlds collect space debris and turn it into weaponised satellites. Most of them attack with combat moons, which they smash into their enemies like a heavy mace. Some prefer to accumulate rings and use them as a buzzsaw that can saw even through the hardest materials. When left with no satellites to attack with, they can resort to shooting directed gravity beams at their foes or even simply ramming them.
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  61. It's possible to shrink yourself down to a size small enough to actually land onto a Death World. Anyone brazen enough to go through with it would discover an entire planet populated solely by skeletons organized into bizarre undead ecosystems that appear to be a cruel mockery of life. Everything on a Death World is toxic, from the water to the atmosphere, and anyone who dies there quickly rises up as a skeleton. Unfortunately, it can only be destroyed by landing on it and sanctifying its core, as a Death World destroyed in any other way would simply reform.
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  65. Sailors and divers lost at sea who never got their last rites turn into dreaded pelaghouls. Their flesh rots away, and their bare bones turn into garishly coloured gnarly coral branches, while the skull takes the shape of a large brain coral. These are covered with stinging anemones, the deadly venom of which turns its victims into zombies. While they originate underwater, they're compelled to hunt surface creatures and desiccate them completely by absorbing all water from their bodies.
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  67. As they start desiccating sentient creatures, a black pearl begins growing within their skulls. The larger the pearl grows, the more potent the dehudrating abilities of the plaghoul become. The oldest and most dangerous of them can even bring drought to entire regions by desiccating the ground, draining the rivers and sucking in the clouds before they can wash the land with rain. Alas, no matter how much they drink, their thirst only grows worse and worse, compelling them to further acts of destruction.
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  69. The brain pearls of pelaghouls are extremely coveted by alchemists of all ranks due to their wondrous properties. They are the ultimate adsorbents in that they can adsorb any quantity of any substance or energy it's exposed too, and after enough substance fed to it they take on its properties. However, slaying an old pelaghoul is a tall order, so many less scrupulous alchemists order artificially grown black pearls from necromancers.
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  73. There's an alarming number of cases where people die from heart attack while binge watching television. Should such a person receive no proper burial, he would rise from the grave as a horrible undead creature called skelevision. It resembles an ordinary human skeleton whose skull is replaced by an archaic looking television with a frame made from bones. When the creature is idle, the television broadcasts a vaguely skull-shaped test card; otherwise, it broadcasts shows that indicate the creature's mood an intentions. For instance, when the skelevision is hungry, its head will broadcast a cooking show. The participants of these shows are all skeletons, which gives them a macabre, if absurd, quality. Its ribcage is transformed into a bone parabolic antenna, and its longer bones change shape to become aerials.
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  75. When fighting a skelevision, the important thing is to never look at its head. Its favourite tactics in combat is to assume mind control over its opponents by broadcasting brainwashing news. These clips act as hypnosis for all practical purposes and . If this fails, the skelevision may broadcast seizure-inducing psychedelic clips of rapidly flashing shapes and colours. These clips can cause seizure even in people not normally susceptible to epilepsy, since their effect is more supernatural than medical. When disarmed, the creature may pull out objects directly out of its screen to use as weapons.
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  77. The skelevison feeds by entrancing people with its programming and draining their life force while they're rapidly wasting away in front of the screen. Each person killed in such a fashion becomes an additional skeleton trapped in the shows broadcasted by the skelevision and forced to re-enact their bizarre plots. The only way to free these people and allow them to go on to the afterlife is to slay the monstrosity that trapped them.
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