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  • Dontis Dagoth Solitary, Magical, Intelligent, Cautious, Hoarder, Terrifying
    hand to hand combat, shapeshifting, morphing into a giant mouth (d10+2 damage 1 piercing) 12 HP 7 armor
    Close
    Special Qualities: His armour is made of 'Riverine' an unusual material made from water under extremely high pressure, looks like a bloody man with blood swirling all over his body

    A viking reaver enclosed in armor of magical force, a high pressure water jet constantly weaving around his body. This fiend disguised himself in the trappings of a former Olbion knight to manipulate Pirates and explore the ocean raiding and reaving, sacking and taking from the shadows as well as in full view. He resides at North Academy, realm of vikings and the graveyard of mages. Instinct: to raid, to pillage, to rape, to punish, to manipulate

    • Riverine-bonded host
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  • Fire Giant Horde, Large, Intelligent
    Assault Rifle (d6+5 damage 4 piercing) 7 HP 3 armor
    Forceful
    Special Qualities: Immune to fire, Vulnerable to cold

    Fire giants have bonded with elemental spirits of fire, infusing them with heat. Their society is very ordered and militaristic, with a peculiar blend of pragmatism and gung-ho bravado. Instinct: To protect its tribe

    • Heat things with a touch
    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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  • Lizardgiant Haruspex Solitary, Large, Stealthy, Divine, Intelligent
    Tearing Claws (d10+4 damage 1 piercing) 18 HP 2 armor

    Lizardgiant haruspices combine their inborn sense of hunting with religious devotion, tearing apart prey to study the words of their gods in the flow of entrails and blood. Instinct: To protect its pack

    • Hold its breath for a long time
    • Attack from ambush
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  • Lizardgiant Solitary, Large, Stealthy, Intelligent
    Ripping claws (d10 damage) 16 HP 2 armor

    Lizardgiants are a mutant offshot of the lizardfolk race. Their features have many more crocodilian or dinosaurian traits, including a body proportioned more for walking on all fours that upright. Born hunters, they have an innate sense for moving stealthily and many have very predatory personalities. Instinct: To protect its pack

    • Hold its breath for a long time
    • Attack from ambush
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  • Lizardfolk Hunter Horde, Intelligent
    Longbow (d6 damage 1 piercing) 3 HP 2 armor
    Close, Near, Far

    Dedicated to both tracking dangers and ensuring food for their tribe, lizardfolk hunters eschew close combat for mastery of the bow. Allied animals gain +1 damage and +1 amour. Instinct: To protect its tribe

    • Hold its breath for a long time
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  • Pyrotrice Horde, Small, Planar
    Peck (d4 damage 1 piercing) 3 HP 2 armor
    Close
    Special Qualities: Flight, Immune to fire, Weak to cold

    Pyrotrices are fire elemental cousins of the cockatrice. Instead of having a petrifying bite, their bite causes the target to be engulfed in flames. Instinct: To protect its nest

    • Set things ablaze with a bite
    • Can launch a blinding flame
    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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  • Salamander Solitary, Intelligent, Planar
    Iron Spear (d10+2 damage 1 piercing) 12 HP 2 armor
    Close, Reach
    Special Qualities: Immune to Fire, Weak to Cold

    Salamanders are serpentine beings from the elemental planes associated with fire. Well-known for both their talent at warfare and smithing, there's a lot of competition between them and the azers. They can survive outside heavily heated areas, but usually become surly and short-tempered. Instinct: To protect their cluster

    • Heat things with a touch
    • Deals +1 damage to smaller targets
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  • Barbed Devil Horde, Devious, Intelligent, Planar
    Spiked Charge (d6+2 damage 2 piercing) 3 HP 2 armor
    Close
    Special Qualities: Immune to fire and poison, Resistant to acid and cold

    Barbed devils serve as treasure keepers and jailers in Hell. They are watchful and when summoned, prefer to be given similarish roles. Instinct: To safeguard Hell's treasures

    • Grab and impale opponents on its body
    • Inflicts fear with its claws
    • Deals 1 damage, 3 piercing to anyone who attack with a Close or Hand weapon
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  • Fire Mephit Horde, Small, Intelligent, Planar, Evasive
    Claws (d4 damage) 3 HP 0 armor
    Close
    Special Qualities: Absorbs fire, Weak to cold, Flight

    Fire mephits are the most temperamental of the mephits and have a bit of a vengeful streak. This occasionally leads them to take on way too dangerous foes. Instinct: To release its rage

    • Breathe fire, causing D8/D4 damage, Fire Elemental, Ignore Armour
    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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  • Ursa Solitary, Huge
    Enormous Claws (d12+7 damage 2 piercing) 24 HP 1 armor
    Reach, Forceful, Near

    Instinct: to spread destruction

    • Incite Violence
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