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  • Assassin of the inner Circle Solitary, Stealthy, Organized, Intelligent
    Shadow Blade, Petal Shuriken (b[2d10] damage 1 piercing) 12 HP 0 armor
    Close, Near

    Little is known about these warriors that travel the shadows like hungry beasts travel the sea. Bound by blood, they are sworn to free the unfortunate soul that is their victim from it's earthly vessel. Instinct: To fulfill the blood contract

    • Track a target
    • Vanish while attacked
    • Contact the network
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  • Guardian of the White Forest Solitary, Huge, Magical, Divine, Organized
    Colossal Wooden Spear (w[2d10+5] damage 2 piercing) 22 HP 4 armor
    Reach, Forceful

    The Guardian is a towering beast of human shape, made completely of bleached white wood, giving it a skeletal appearance. His eye sockets are hollow and small red or purple flames flicker out of them when he is enraged. He punishes those who act against the laws of the forest and take more than they need, or forget to pay the proper respect. When violence is necessary, the Guardian tries to maim rather than to kill. Instinct: To keep the peace in the forest

    • Punish troublemakers
    • Alarm wildlife with a hollow, otherworldly call
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  • Wig-Wig Horde, Tiny, Stealthy
    Sharp teeth (d6-2 damage) 3 HP 0 armor
    Hand

    Wig-wigs are small, orange, fluffy creatures with terrible ferocity. They hunt in packs of 10 to 30 and catch their prey by overwhelming them. They devour every scrap of their prey, leaving no evidence of their kill behind. Wig-Wigs are scared of fire, because their fur burns well and they cannot swim. Source (edited): https://theedgechronicles.fandom.com/wiki/Wig-wigs Instinct: To consume every bit of it's prey

    • Swarm and devour without leaving a body behind
    • Pretend to be a harmless furball
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  • Me Solitary, Large, Divine
    tears (d12+2 damage) 18 HP 0 armor
    Forceful, Reach, Ignores Armor

    Instinct: Be Sad

    • Cry Aggressively
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  • Foreclaimer Depowered Solitary, Intelligent, Hoarder
    bare knuckle (d12 damage 1 piercing) 16 HP 0 armor
    Close

    Even though they used to be Elves, when a Foreclaimer's power crystal is removed from its socket, they lose all skills and abilities other than basic movement and defense, as well as their Spell-Like Ability. Their lines also disappear. If left de-powered for more than a year, they will slowly begin to degrade over 100 years, eventually reducing their lifespan of 900 years by half. Instinct: To stay in its designated area and do the task at hand.

    • Efficient blows with hands and feet.
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  • Guardián rúnico Solitary, Divine, Magical, Cautious, Amorphous
    Ataque de lanza (d10+2 damage) 21 HP 4 armor
    Close, Ignores Armor

    Y el maná de los caídos se reunió, y la vida se alejó de ellos, ahora ni siquiera la muerte les dará la paz, los condenados o virtuosos elegidos para portar las runas se reúnen en él y tratan de evitar la antigua catástrofe. Preparen sus armas confíen en sus armaduras y escudos porque están a punto de enfrentarse a el primer guardián. Instinct: Atrapar al portador

    • Cazar al portador: Todos los ataques del guardián serán dirigidos al portador de la runa o algún portador de magia.
    • Marca del guardián: el enemigo marcado por el guardián recibe una penalizacion de -1 a desafiar al peligro
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  • Hombres Rata Grupo, pequeño, Sigilosos
    Daga envenenanada (d4 damage) 6 HP 2 armor
    Close
    Special Qualities: Los hombres ratas son tan horribles y hediondos que todo el que lo ataque cuerpo a cuerpo reduce en -1 su acierto

    Los hombres rata viven en el pantano de las penas, estos son monstruos horribles de apariencia y su hedor no los hace más vistosos, ellos intentaran robar toda la comida que traigas y eso te incluye a ti aventurero. Instinct: Robar sigilosamente

    • Ataque por la espalda: Si los hombres ratas atacan por la espalda añaden +2 a su daño
    • Sigilo: Los hombres ratas son muy sigilosos y son difíciles de ver en la noche
    • Veneno de ratones: el próximo ataque que acierte un hombre rata causara 1d4 extra de daño
    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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  • Evermit Solitario, Cerca, magico
    Ataque debilitante (d10 damage) 16 HP 4 armadura
    Hand, Far

    Evermit a consumido el suficiente poder para retomar su verdadera forma y así atacar a los aventureros, este busca al portador de la runa por sobre todas las cosas. Instinct: Adueñarse de las runas

    • Toque vampirico: Drena 1d4 de hp del enemigo más proximo
    • °Invocación de esqueletos: invoca 1d4 en cantidad de esqueletos y estos tienen 4 de hp y 1d4 de daño
    • Explosión arcana: Puede hacer explotar a cualquier enemigo que haya sido alcanzado por el ataque de rayo causando 1d6 de daño extra
    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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  • Howling Holly Group, Magical
    Bone Staff (d10 damage) 16 HP 1 armor
    Close

    This Howling Hag, Travels the dark realms to build her army of minions from evil Fey creatures to fierce fiends. Instinct: Command armies of minions

    • Screeching Voice
    • Witch Bolt
    • Summon Imps/Quasits
    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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  • Vurms Horde, Tiny, Devious
    Attach and decompose (d4-2 damage) 3 HP 0 armor
    Hand

    A life-form dwelling in Dwarf mines, originally found in the deep caves in the mountains around Llamedos. Swarming, or slithering, by the hundred, packs of Vurms generate a low but steady luminescence which enables the adapted eyes of Dwarfs to see their way in the deeper mines. They have other uses as well: Crushed vurms are used to produce 'night chalk', which glows for about a day and is very handy, e.g. for the marking of crime scenes in the dark. And vurm blood is used to create drahts - glowing, unique identity symbols for Deep-Downers - which are made by tattooing vurm blood under the skin. They are adapted to seldom require feeding, but are carnivorous creatures living on carrion. They are attracted to blood and corpses and will smell dead animals - or dwarfs - from a long distance. They have no teeth so they wait until their food gets runny or attaches itself to them of its own accord. After a feed, they will shine very much brighter. Almost anything is food to a vurm, who live so deep underground that even a breath is food, blood is food, and anything that was once alive, no matter how mangled it is, is food. Vurms are shown to be so attracted to blood that they would rather die then give up their feast. Instinct: It will clean any bit of meat it attaches to.

    • Worms that glow with minimal light and prey on decomposing bodies and blood in general.
    • It marks anything it attaches to for full 24 hours.
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