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  • Corrupted Packbeast Group, Small, Devious, Terrifying
    Fangs (d6 damage) 10 HP 0 armor
    Close
    Special Qualities: Festering, rotten flesh

    Victims of an ensnaring curse, these packbeasts have been transformed into hideous versions of their former selves. Long, messy and dirty fur, festering, visible wounds and an unnatural hunger make these a formidable foe. They hunt in small packs, often ambushing prey in the dark. Anyone or anything that survives its ambush is likely infected with a terrible, corrupting condition. Instinct: to feed

    • Ambush prey
    • Spread the curse
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  • Frost Dwarf Captain Group, Intelligent
    Greathammer (b[2d8+2] damage) 10 HP 2 armor
    Close, Forceful

    The Frost Dwarf expedition Captains are formidable warriors and one among the hardiest of their clans. They're chosen not only for their skill in combat, but their leading capabilities. They're the highest authority in an expedition, advised by their trustworthy Rimeconjurers. Instinct: to protect the expedition

    • Endure adversity
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  • Frost Dwarf Rimeconjurer Group, Magical, Devious, Intelligent
    Cold of cold (d6 damage) 6 HP 2 armor
    Close, Ignores Armor, Near

    The Rimeconjurers are usually the smarts behind every Frost Dwarven expedition. Their magical talents are used to make, mold and unmake ice - and they use that to navigate difficult environments, fortify a camp, or freeze foes in their places. They're responsible for charting their progress and finding suitable places for settling in. Instinct: safely lead dwarves

    • Endure adversity
    • Encase foes in ice
    • Disrupt the battlefield
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  • Frost Dwarf Group, Intelligent, Cautious
    Flail (b[2d8] damage) 10 HP 3 armor
    Close

    Frost dwarves, when found outside their cities, are usually organized into small expedition groups. These expeditions look for artifacts, supplies and places to settle and expand their clan's hold on the snowy, frozen land or underground. Their usual weapon of choice is the flail, and such expeditions are usually clad in climate-appropriate scale or chain mail, with big shields covering their flanks. Instinct: to settle in frozen environments

    • Endure adversity
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  • Kobold Frostcaster Horde, Small, Stealthy, Magical, Organized, Intelligent
    Frost blast (d6 damage) 3 HP 1 armor
    Close, Far

    The Frostcaster Kobold shaman usually leads the tribe, horde or group. It has innate magic abilities, probably from having stronger blood ties to actual dragons. It conducts rituals in the name of the tribe and is the most devout servant of whatever master they have. It uses its cold and frost magical abilities to keep melee attackers at bay, freezing the ground and making it slippery. Instinct: to please its master

    • Lead other kobolds
    • Lay a trap
    • Freeze the environment
    • Call the band
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  • Rainbow Demon Solitary, Magical, Organized, Intelligent, Planar, Terrifying
    Hellish Blade (d12 damage) 16 HP 4 armor
    Close
    Special Qualities: Skeletal

    "The perfect personification of the cancer that eats away at your world. Most Demons want something; they want to rule, they want to be worshipped, they want to be feared. Not this one. It wants nothing. It wants there to be... nothing." Instinct: To shred reality

    • Pursue a goal relentlessly
    • Bring about disaster
    • Direct the wrath of Hell
    • Act with perfect foresight
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  • The Wild Hunt Horde, Magical, Divine, Organized, Planar, Terrifying
    Spear (b[2d6+2] damage) 5 HP 4 armor
    Close, Reach
    Special Qualities: Spectral

    Many believe the Wild Hunt to be a portent of death and destruction, that seeing these ghostly riders and hearing the barking of their hunting dogs is a sure sign of doom to come. In reality, the Wild Hunt do not cause the disasters; they are Nahide's answer to them. Instinct: To serve Nahide

    • Appear where most needed
    • Charge as one
    • Appear and disappear at will
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  • Jurzbog Giant-King Solitary, Huge, Magical, Cautious

    The title of Giant-King is, perhaps, misleading; no Jotunn is bound by any law to obey. The real power behind the mantle of Giant-King is a connection with the Jotunnvael itself, the magical valley in which the Jotnar live. Druid-like and pensive, Jurzbog is always sure to deeply consider all options before taking any action. Instinct: To ponder

    • Consider an idea deeply before taking action
    • Beseech the Valley for aid
    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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  • Drogo the Bloody Solitary, Organized

    There is a belief common on the Orcish Isles, that the Orcs were once giants like the Jotnar. Drogo the Bloody believes that Orcs could be giants again. With a reputation for hot-headed action over drawn-out debate, Drogo is always quick to blame the Jotnar for the woes of his people. Instinct: To defend honour recklessly

    • Act impulsively
    • Rally a group around a cause
    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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  • Celia Brawn Solitary, Organized, Intelligent
    Broadsword (b[2d10] damage) 12 HP 3 armor
    Close

    Every soldier in the Holy Army of Eolar is expected to lay down their life for the King - Cleric-General Celia Brawn would lay down her life for her soldiers. Instinct: To serve her King

    • Command the Holy Army
    • Strike at a weak point
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