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  • Gleam Group, Magical, Stealthy, Intelligent, Hoarder, Planar, Amorphous
    Crystalline Jab (d10 damage 1 piercing) 13 HP 5 armor
    Close, Near

    An ethereal being risen from the depths of the earth, spawned from the blood-soaked soil that the fallen gods have tainted. It possesses no physical form innately, but it appears as a shimmering light before it possesses an object of particular magical resonance. Crystalline structures usually suit this task, and they can not only form bodies of their choosing, but also control crystalline structures around them. Instinct: to spread magical energy

    • Form itself a body out of crystal
    • Render pieces of itself inert to nullify attacks
    • Control crystals to attack and defend
    • Explode into a burst of eldritch energy
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  • Solitary, Devious, Organized, Intelligent, Hoarder, Planar
    (d8 damage) 12 HP 1 armor
    Close, Near

    Instinct:

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  • Numbog Mage Group
    Bolt of dark energy (d8 damage) 8 HP 1 armor
    Close, Ignores Armor, Far

    The Numbog are a proud tribe, following a bloodthirsty goddess, that favors might. Thus Numbog mages try to impress others with their mighty magic and try to conquer as many lands as possible. The mages do not only rely on the favor of their goddess but also use necromantic spells and rituals. Numbog mages wear armor made from the skins of their fallen enemies. They wield dark magic in combat and do not shy away from calling lesser undead as help on the battle field, using even the corpses of their allies. Numbog mages do not like warriors much. Instinct: Dominate

    • Show superiority
    • Call a lesser undead for support
    • Cast the sky signal
    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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  • Numbog Warrior Group, Organized, Intelligent
    Any weapon available (b[2d6] damage) 8 HP 4 armor
    Close, Far

    The Numbog are a proud tribe, following a bloodthirsty goddess, that favors might. Thus Numbog warriors try to show their strength and skill in fights and try to conquer as many lands as possible. Numbog warriors wear bone armor made from the bones of their fallen enemies. They use a great variety of weapons, favoring melee combat. But they also use ranged weapons, if needed. Warriors do not like magic or magic wielders much. Instinct: Dominate

    • Show superiority
    • Blow the bone horn
    • Drive someone in front of her/him
    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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  • The Beast Solitary
    Gore (b[2d10+4] damage) 20 HP 3 armor
    Close, Forceful, Near
    Special Qualities: Opposable Thumbs

    With huge, gnarly horns, The Beast stands stout and deadly. Though its razor fangs tear through armor, and its flesh deflects the sharpest blades, the desert barbarians of the west hunt them for their magnificent horns, which are crafted into awesome weapons and grafted onto their helmets, proving who among them are the true warriors. Instinct: to become stronger and consume.

    • Make an enemy's strength its own.
    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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  • Fire Culstist of the Brandkopf Group, Magical, Organized, Intelligent
    Fire dagger (d8 damage 1 piercing) 10 HP 4 armor
    Close

    The fire cultist live in the volcano Brandkopf and worship a fire demon. Their worship mainly consists of working with fire, especially forging metal. They have developed advanced methods and are known for their impressive metal weapons that are capable of cutting through normal metal and armor. This makes the cult a very sought-after trading partner, at least if you can gain their trust, pay their horrendous prices, and are willing to support demon worshippers with questionable goals. The cultists tend to go bare chested or only lightly clothed within their realm, to show how much heat they can stand unprotected. Sears count as marks of honor. Their few clothes favor colors of read and orange. If they leave their lands, they normally go incognito, wearing neutral colors. They usually carry a light wepon like a dagger or short sword made of their incredible metal and also imbued with the power of fire. The cult's smithes wear their hammer with proud and they are highly valued. Each weapon is linked to the worship of the fire demon. When wielded by somebody else the wielder must make a deal with the demon or the weapon explodes into flame ruining the weapon and dealing 2d6 to the wielder and those to close. Instinct: Ignite

    • Spread the fire of the lord
    • Bid the fire lord for help
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  • Deepwolf Mother Solitary, Huge, Magical, Organized, Cautious
    Crushing Maw (w[2d10+5] damage) 24 HP 4 armor
    Reach, Ignores Armor
    Special Qualities: Regenerative sleep

    The mother of the Deepwolves. A gigantic wolf formed out of grey stone, with blue veins and blazing blue eyes shining with light. She sleeps deep beneath the earth, surrounded by a strong magical field for millennia at a time, with the field only breaking every so often as a foolish adventurer stumbles upon her domain. She is a passive creature, but she is incredibly strong, and her children will defend her with their lives. Instinct: To breed and protect

    • Slumber and restore it's energy
    • Summon a Deepwolf out of solid stone
    • Call upon it's young to attack
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  • Deepwolf Horde, Magical, Organized
    Stone Jaw (d6+2 damage 3 piercing) 11 HP 2 armor
    Close, Forceful
    Special Qualities: Stone-skin

    A wolf with stone instead of skin and fur. Dazzling blue eyes like sapphires stick out in the night, as they lurk in the deepest of caverns. These wolves rarely venture far from their mothers, but when they do their presence is always a curse. Instinct: To defend the mother.

    • Hunt down a target relentlessly
    • Fire a magical blast from it's mouth
    • Howl to the mother for reinforcements
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  • Diamond Dog Group, Small, Magical
    Teeth (d8 damage) 10 HP 4 armor
    Close

    Instinct: To eat rare gems

    • Eat rare gems
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  • Fungal Zombie Group, Devious
    Claws (d4 damage) 14 HP 0 armor
    Close

    Instinct: To spread

    • Breathe fungal spores
    • Explode in a spore cloud
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