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  • Snakefolk Cultist Horde, Stealthy, Organized, Intelligent
    Fangs (d6 damage) 3 HP 1 armor
    Close

    Best described as a 'snake with arms,' these hordes of snake people excel at wrapping themselves around potential victims and then dragging them back to a lair. Intelligent but not strong willed, these bestial creatures serve a greater master, often one of their own kind smart enough to matter some rudimentary blood magics. They prefer to wear large robes to hide their scaled forms until it's too late. Instinct: Gather sacrifices

    • Entangle prey with tail
    • Reveal ophidian form to frighten or escape
    • Hiss to summon reinforcements
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  • Great Spider – Hunter Seeker Group, Stealthy, Devious, Organized, Intelligent, Cautious
    Toxic fangs (b[2d6+2] damage 1 piercing) 6 HP 3 armor
    Close

    When the Handmaidens make their call and it's high season to gather mates, the Hunter Seekers spread across the land. Wherever the other Greats may hide, the Hunter Seekers will find them, will bind them, and will drag their limp bodies back to their Queen Mother. Only the greatest hunters can compare to the unbridled skill of the Hunter Seekers, and even then only because their numbers often leave to join the Undernest. Instinct: To catch their mark

    • Catch its prey at a moment of weakness
    • Blend into their surroundings
    • Paralyze prey with toxin
    • Reveal the other hunters
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  • Great Spider – Handmaiden Solitary, Large, Stealthy, Organized, Intelligent
    Fangs and legs (b[2d10+2] damage) 20 HP 3 armor
    Reach

    Serving the Queen Mother of the Undernest are the imposing Handmaidens. Akin to priestesses among their kind, they cull captured spiders from the surface, deciding who are deserving of nothing more than a painful death, and which ones can serve as mates before their execution. Instinct: Bring mates for the Queen-Mother

    • Cull out the unworthy
    • Retreat with captured victims
    • Call forth all of their servants
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  • Moss Dog Solitary, Large, Construct, Amorphous
    (d10+2 damage) 19 HP 1 armor
    Forceful, Ignores Armor
    Special Qualities: animate fungus, guard

    Moss, whoever thought to make attack moss was an arsehole, and likely died the same way Johnny did, you see Johnny didn't believe in moss dogs, he walked all over the wizard's tower thinkin he was safe, till the moss got 'im. See plate don't do no good against moss, it just crushes ya, inside the suit, outside the suit, s'all the same to the moss. Big as a bear it swallowed Johnney up and crushed 'em inside its body till the screamin' stopped, an' then it just sat there, sittin' on its four dog legs waitin. It knew I wouldn't come over, didn't care. Instinct:

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  • Doctor Flesh Ripper Solitary, Small, Intelligent, Hoarder
    left leg kick (d10+4 damage) 20 HP 0 armor
    Close, Forceful

    A four foot tall old man with a wooden peg for a right leg and a big muscled robotic left leg. His hands are shaky and he has a high pitched old man voice, mixed with his personality this makes him unpleasant to work with. He was a deadly eight foot tall pirate king, but got old and retired to be a doctor. He is kept alive by a mix of stubborn persistence and a burning hatred for young people. Instinct: cure people while hurting their feelings

    • mend wounds and injuries
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  • Sand-People Crossbreed Solitary, Stealthy, Intelligent, Hoarder
    Claws & teeth (b[2d10+2] damage) 20 HP 1 armor
    Close, Near

    A horrible creation by the Sand-People under the influence of old magics, a spawn of ancient rituals and sadistic breeding-ceremonies between chosen tribesmen and -women and charmed rare beasts of the Desert, known to be emissaries of the Great Dune-Father. After the breeding-ceremony mummyfied and buried in the sacred boneyard the worthy ascend from the ground as undead beings of skin and bone, one part human, one part beast. Worshipped but no longer controlled by the Sand-People they rip apart their own kin or head out into the desert to seek prey in the settlements in the deserts, only guided by the will of the Great Dune-Father. Sand-People slain by the crossbreed are considered infedels and will be thrown out into the desert, as a feast for the carrion feeders. Instinct: To devour

    • Bring terror to the civilized
    • Hide beneath the sands.
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  • Desert-People Hag Solitary, Small, Magical, Intelligent
    Ancient Magics (d8 damage) 12 HP 0 armor
    Close

    Nomads of the desert that live in the mountains and on the vast, dry planes. Scrawny figures, wrapped in cloth and rags which give them protection against the burning sun and the ability to kind of hide in plane sight, if the terrain allows it and if they are in their territory. The Hag shows much skin - which is as charming as an ancient woman can be, worn by decades of living in the desert, facing the winds and the sun and the weather. Sometimes blind and lead by a child which designates targets in battle the Hag is able to throw ancient magics against any foe that appears to be a thread to the Sand-People. Instinct: To protect the tribe.

    • Channeling the power of the desert.
    • Summon Desert-Storm: Confuse & blind the target
    • Summon Desert-Hornet-Swarm
    • Power of the Desert-Sun: Heat the area, melt sand, burn feet.
    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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  • Sand-People Fighters Horde, Stealthy, Intelligent, Hoarder
    Simple Weapons (b[2d6] damage) 3 HP 0 armor
    Close

    Nomads of the desert that live in the mountains and on the vast, dry planes. Scrawny figures, wrapped in cloth and rags which give them protection against the burning sun and the ability to kind of hide in plane sight, if the terrain allows it and if they are in their territory. Instinct: To scavenge

    • Ambush Travellers
    • Hidden beneath the sands.
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  • The Scion of Spring Solitary, Intelligent
    Razor sharp sword (d12+2 damage 1 piercing) 12 HP 2 armor
    Close, Ignores Armor

    The Scion of Spring is the Guardian of the Spring Vault and defacto leader of The People until such a time as higher ranking members can be awakened. He's a priest and civic leader, but highly trained in sword fighting and viciously devoted to the supremacy of The People. He carries the Spark of Life (a small jewel set into a wood and metal rod used to unlock Slumber Tanks) as well as a razor sharp bronze sword. Instinct: Protect the Vault of Spring

    • Hack n' Slash
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  • Group
    sword (b[2d8] damage) 6 HP 1 armor
    Close

    Instinct:

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