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  • Avetarian, der Kommandeur Group, Stealthy, Intelligent, Cautious
    big ass shield (d8 damage 1 piercing) 10 HP 6 armor
    Close

    Instinct: to save his daughter

    • command the guard
    • hide behind his guards
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  • Avetra, the Demon Solitary, Large, Terrifying
    raging tentacles (b[2d10+4] damage 3 piercing) 24 HP 0 armor
    Forceful
    Special Qualities: terrifying

    Instinct: to rage

    • inflict sorrow
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  • Der Wetterherr Solitary, Huge, Magical, Stealthy, Intelligent, Terrifying
    lightning sword (d12+3 damage 1 piercing) 24 HP 4 armor
    Reach, Near, Far
    Special Qualities:

    Instinct: to suppress

    • change the weather
    • change its form
    • cast a lightning spell
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  • Deepling Group, Small, Hoarder, Terrifying
    Teeth (d6 damage 1 piercing) 14 HP 1 armor
    Close
    Special Qualities: Breath without air, Rotting gray flesh

    Deeplings are creatures that have fallen victim to the Deep, drown in it... and turned to it. They exist to exist, devouring any creature they can find. The sleep in the deep, but when woken, move fast. Their rotting flesh reveals sharp claws and teeth. Instinct: To devour

    • Bite
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  • Enraged Goat Group, Small
    Charging Horns (d8+4 damage 1 piercing) 10 HP 0 armor
    Close, Forceful

    These goats often stand seething by themselves for long periods of time. They loathe themselves and each other, but hate other people even more. When presented with a target, they will attack aggressively to prove how powerful they are. Instinct: To show its strength.

    • Charge with its horns.
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  • Vampire lord Solitary, Organized, Intelligent, Hoarder
    Rapier (b[2d12+2] damage 1 piercing) 20 HP 1 armor
    Close, Forceful

    A vampire lord that has lived for so long that it has seen civilization start and end. It's mind is alien and his knowledge is infinite. Plans made by him span hundred of years and involve cities as pawns. Instinct: To rule from darkness

    • Charm and manipulate nobles
    • Call on the creatures of night
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  • Revenant Solitary, Terrifying, Amorphous
    Fists (b[2d10+2] damage) 19 HP 4 armor
    Close
    Special Qualities: Disturbingly nasty

    When a man is wronged in life, and spends the rest of his days trying to get back at his wrong-doer, he may turn into a revenant. A revenant hunts its target until it is killed, runs out of time, or it kills its target. If it kills its target or runs out of time(as explained below), it falls into a pile of rotting dust. Revenants are very vicious and dangerous. They will brutally kill anyone who stands in their way. Sometimes, whole groups of people die being wronged by a single person. In circumstances such as this, all the revenants that come from those dead may join forces and hunt their target together. However, all of them want the pleasure to kill the one who wronged them, causing them to fight each other over who will get the killing blow. A revenant may only live for 100 years. If it cannot kill its target within the time limit, it dies (explained above). In some rare cases, the revenant may have been wronged several times. In cases such as this, it will hunt the one who it thinks wronged it the most or worst. Revenants rarely join forces with others unless they have the same target. Even then, the revenant will only agree to any terms if it gets the killing blow. Revenants may also find other undead such as skeletons or zombies wandering around with no goal whatsoever. If it does find such creatures, it may recruit them to help it hunt its target. Although, it will make sure that itself will be the one who killed its target, killing all of its undead comrades if it needs to. Instinct: To hunt its target

    • Hunt down its target
    • Recruit undead
    • Betray its comrades
    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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  • Insane Scientist Solitary, Intelligent
    Exploding potion (d10 damage) 12 HP 0 armor
    Close, Reach, Far

    Working in a unorganized laboratory, sits the insane scientist, creating and discovering new things that hurts civilization. Brewing dangerous potions and elixirs that can completely take over one's mind. Instinct: To discover and create

    • Drink a potion
    • Throw a potion containing a mind controlling liquid
    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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  • Porcupine-Wolf Solitary, Small, Construct
    Bite (b[2d10+4] damage) 12 HP 1 armor
    Close, Forceful
    Special Qualities: Quilled (deals damage when touched)

    Instinct: To defend itself

    • Shoot a quill
    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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  • Commoner, Tribal Horde, Cautious
    Fists or farm tools (d4 damage) 3 HP 0 armor
    Close

    Instinct: To farm and provide food for the tribe

    • Farm
    • Give a small reward
    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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