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  • Razia, Satyr Songblade Mercenary Group, Magical, Intelligent, Cautious, Hoarder, Planar
    Songblade (b[2d8] damage) 6 HP 3 armor
    Close, Near
    Special Qualities: Goat legs, resistance to alcohol

    A house of mirth graduate turned expert mercenary. Trading in her lute for the screams of the dying and the song of steel on steel may not seem like a good bargain, but it pays well. Instinct: To fight for coin

    • Inspire those mercs under her command
    • Infuse her song with magic to heal or confuse
    • Party beyond all reason
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  • Young Conjurer Horde, Magical, Devious, Intelligent
    Conjured Weapons (d4 damage) 3 HP 0 armor
    Close, Near

    A conjurer of cheap tricks: rats, implings,perhaps a drake or two. Privy to just enough knowledge of the other realms to be dangerous, especially if they fall into service to something desperate for expendable troops and ways to other worlds. Instinct: To call forth otherworldly help

    • Conjure minor monsters from beyond
    • Perform a basic spell of protection or binding
    • Summon something beyond it's ken
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  • The Dunfell Mollusc Group, Tiny, Stealthy, Devious, Amorphous

    The Dunfell Mollusc is a disgusting leech-like creature only found in Dunfell and presumably only birthed by Clarissa Dunlop and her undulating brood. They can posses the mind of any creaure they crawling into the mouth off via a secreted hallucinogenic. A low level hive mind, they serve to protect their progenitor and ensure the survival of their pitiful species. Instinct: To find a host and command it for the better of all Dunfell Molluscs

    • Crawl into the nearest open mouth
    • Scutter away
    • Command host creature
    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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  • Dunlop Boy Group, Intelligent, Terrifying
    Flailing limbs (b[2d8] damage) 10 HP 1 armor
    Close
    Special Qualities: Disgusting parodies of men

    Clarissa Dunlop, or Mother Dunlop as her brood call her, has a lot of children. A lot. All of the Dunlop Brood emerged from Clarissa fully grown men - or, nearly-men. The Dunlop Boys love their mother and will do anything to protect her. Some of them look more or less human, most of them very much less. When venturing outside, they may wear stolen clothes or rags, but inside the oppressive warmth of Dunlop Manor, they're more than likely naked, all the better to feel Mother Dunlop's skin against theirs. The most peculiar aspect of the Dunlop Boys is their constantly roiling skin, which comes from the scores of Dunfell Molluscs that live within them. Every Dunlop Boy is born with these creatures as part of him, and can vomit them forth, all the better to spread the Dunlop's particular style of thinkin'. Instinct: To protect Mother Dunlop and spread the Dunlop Molluscs

    • Barth forth Molluscs.
    • Call other Dunlop Boys from further in the house
    • Charge en masse
    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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  • Arachnoid Flesh Golem Solitary, Construct, Terrifying
    Mandibles (d10+4 damage) 16 HP 1 armor
    Close, Messy
    Special Qualities: Climb walls and ceiling, Vulnerable to fire

    A freaking spider made of gory human body parts! Instinct: Destroy intruders

    • Belch veiny webbing
    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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  • Gate-Crow Group, Tiny, Magical, Devious, Terrifying
    Magic Beak (d4 damage) 6 HP 4 armor
    Hand, Ignores Armor
    Special Qualities: Imitates voices from your past

    Gate-Crows chew on the tethers that link the dead to the land of the living. To the dead they provide an invaluable link in the Black Gate's ecosystem, allowing spirits to pass on with peace and grace. But to the living these crows, with feathers that eat light and eyes that reflect your darkest deeds, Gate-Crows are dangerous. They get together in great murders and chew on all of the ethereal tethers that keep you in the land of the living. Odds are they won't untether a seasoned adventurer from their life but they will inflict damage, causing your life to be slightly different than what you remembered as those tethers take damage. Instinct: To devour tethers to the living world

      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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    • Glass golem Horde, Magical, Stealthy, Intelligent, Construct
      glass blade hands (d6 damage 1 piercing) 7 HP 4 armor
      Close
      Special Qualities: Controlled by a magical link

      It looks like any other person until it's activated. Then all hell brakes loose. Constructed long ago by mad glass alchemist Instinct: to infiltrate

      • Obeys
      • Can look like some person
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    • Fire Cultist Group, Intelligent
      Fire Magic (b[2d8] damage) 10 HP 1 armor
      Close, Ignores Armor, Near
      Special Qualities: Powered by the Flame - Resistant to heat and cold

      Dramatic, dynamic, impulsive. Some fire cultists seek to burn down the established order and be reborn anew, while others just like to watch the world burn. With a flare for the dramatic, they see all problems as just so much kindling, waiting for the proper spark. Instinct: To spread like wildfire

      • Slash and Burn - When in doubt, burn it out
      • Spark the Flame - Charismatically urge a crowd into action
      • Inferno - Cause chaos in your pursuit and leave ashes in your wake
      • Firebend - Control the element of fire
      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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    • Water Cultist Group, Stealthy, Magical, Organized, Intelligent, Hoarder
      Saw-toothed blades (b[2d8+2] damage 1 piercing) 6 HP 1 armor
      Close

      Adaptable, Opportunistic, Persistent. Like the sea itself, water cultists seem to fill any gap and flow easily into any new opportunity. Always in search of a way they can profit, they are endlessly adaptable, and given enough time can bypass any defense, either by rerouting or slow erosion. Instinct: To profit from changing circumstances

      • Drown Out the Competition - Adapt and exploit a new opportunity
      • Piracy - Steal something valuable from a foe
      • Summon the Wave - Control the element of water
      • Double-Crosser - Reveal a foe's ally to secretly be a cultist in disguise
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    • Earth Cultist Group, Magical, Organized, Intelligent, Cautious
      Blunt weapons - Fists, clubs, hammers (d8+2 damage) 10 HP 5 armor
      Close, Forceful

      Intractable, determined, plodding. Earth cultists are militaristic and conduct themselves so. They doggedly endure training to be tougher than the average fighter, and only consider retreat as a last resort. They are content to slowly spread their territory of control, and see all conflicts as battles in a greater war. Instinct: To gain territory

      • Stand Your Ground - be unyielding when met with force
      • Earthshape - Control over the earth element
      • Call in the Cavalry - Summon reinforcements to come to the rescue
      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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