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  • Kobold Alchemist Solitary, Small, Stealthy, Organized, Intelligent, Hoarder
    Poison needles (d10 damage) 12 HP 1 armor
    Hand, Near
    Special Qualities: Alchemical insights

    Kobold alchemists tend to not be long-lived, but their expertise and dedication affords them some measure of respect (and isolation) amongst their tribe, for it is they who make all the necessary alchemicals and poisons that kobolds would use to better even the odds and mix into their traps and use on slings to make their foes regret invading their warrens. Instinct: To serve dragons

    • Lob alchemical mixes
    • Lay an alchemically-enhanced trap
    • Retreat and regroup
    • Die explosively
    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 Order of the Golden Swan- Knight Group, Intelligent
    Pollaxe (d8 damage 1 piercing) 6 HP 3 armor
    Close, Reach, Near

    "Knights of the Order of the Golden Swan" are mercenaries who have sold their services to the Merchant Compact, who in return for their protection of important trade caravans and Compact personnel are provided the finest in weapons and armor. Instinct: To Protect it's employer's interests

    • Guard Duty- Form ranks around whatever they are protecting
    • By Hook or By Crook- Will attempt to hook their pollaxe around their opponents weapon, disarming them, or their feet pulling them to the floor
    • Overhead Swing
    • Quarterstaff comabt
    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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  • Caranau Solitary, Large
    Horn (d10+4 damage) 10 HP 3 armor
    Forceful, Reach
    Special Qualities: Bone-Plate Skin

    Hulking and brutish the Caranau are the Goblin's most valuable resource, Serving as both creatures of burden and ferocious mounts in times of war. Protected by thick plates of bone all over their musclebound bodies and armed not only with their crushing weight but also a large horn of black bone and heavy bone-lined hooves. Local to the Goblin's homeland of the rocky Sheqland Steppes these creatures are usually fairly placid, provided they are undisturbed from their grazing. Taking lifetimes and many crushing-related deaths to tame, the Caranau remains difficult to control and should the goblin rider be killed the creature will fly into a wild frenzy. Instinct: Obey its rider

    • Charge in fury
    • To trample and destroy.
    • To Gore with Horn
    • Frenzy if freed.
    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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  • A Whole Damn Army Horde, Huge, Organized, Intelligent, Terrifying
    Wall of Steel (b[2d6+7] damage 1 piercing) 30 HP 4 armor
    Reach, Forceful, Near, Far
    Special Qualities: A Metric Shitload of people!, Pick 2 moves below, plus Shatter Their Morale!

    Every once in a while, a noble calls for a great force to be gathered by the conglomeration of his vassals. This is the result. Instinct: Just following orders

    • Shatter Their Morale! (any)
    • Loose! (Archers)
    • Surround Them! (Infantry)
    • Crush the Opposition! (Cavalry)
    • Hold the Lines! (Pikes)
    • Sound... the Reinfocements (Commander).
    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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  • Elder Centaur Solitary, Large, Organized, Intelligent, Cautious
    Spear (d10 damage) 20 HP 2 armor
    Near

    Instinct: to provide for it's tribe

    • Slash
    • Blow horn
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  • Centaur Warrior Group, Large, Organized, Intelligent
    Spear (d8 damage) 10 HP 0 armor

    Instinct: to provide for it's tribe

    • Slash
    • Blow horn
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  • Archer centaur Group, Large, Organized, Cautious
    Bow & Arrow (d8 damage 2 piercing) 10 HP 1 armor
    Far

    Instinct: to provide for its family

    • Shooting arrows
    • Using a horn
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  • Gnoll Skull Rider Solitary, Terrifying, Cautious, Hoarder
    Axe strike (w[2d10-2] damage 1 piercing) 14 HP 4 armor
    Hand, Near
    Special Qualities: A rotten skull covering his head

    A humanoid hyena riding some sort of horse like creatures. Has a big skull over his head, informing everyone he is supreme. Instinct: to eat flesh

    • Axe
    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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  • Gnoll Group, Organized
    Sword (w[2d8] damage) 6 HP 1 armor
    Close

    Humanoid Hyena Instinct: to eat fresh meat

    • Raid
    • Howl
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  • Fleshbound Clockwork Solitary, Large, Stealthy, Terrifying
    Razor sharp claws (d10 damage 1 piercing) 20 HP 3 armor
    Special Qualities: Fleshy torso, Metallic appendages

    We camped that night beneath a great dome in the Undertombs. Before us stood the great sarcophagus. On it in elven runes was a dire warning, "Here lies the elven queen, bound here forever for her crimes. Let he who reads these words beware to break this seal." A clear enough warning you might think. The trouble was, we had traveled a hundred leagues down into the dark to free her, so that we might learn the only spell to save our people. Our party loudly debated what we should do for many hours, until at last put the decision off and, one by one, went to sleep. That's when it came, slowly descending from the dome above by a cable, a great mass of quietly ticking gears, bound together by sinews of muscle. It inhaled, and our ring of torches began to burn low. Then there was a flash of lightning and whirring of gears as it struck. Our paladin was the first to die. One by one we fell, till I alone was faced with a terrible question, "Do I, in my desperation, break the seal?" Instinct: To keep the Elf Queen in her tomb.

    • Sneak Attack: When player characters Make Camp in the tombs, it will try to get the drop on them.
    • Drain Energy: When it draws the energy from all nearby artificial light sources to itself (dimming them or putting them out), it gains X hold per light source.
    • Lightnings: When it unleashes a blast of electricity, it can spend 2 hold to deal 2d6 damage to all enemies.
    • Weakness: A player character may Defy Danger with Wisdom to discern its fleshy weak spot. All player characters who know the weakness may ignore its armor.
    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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