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  • Gunner Unit Group, Large, Construct
    Gun (b[2d8+1] damage 1 piercing) 14 HP 3 armor
    Near
    Special Qualities: Vehicle

    Of simpler design than the gatling unit, gunner units are used in situation where less intensive firepower is needed, though if push comes to shove, they've got a suprise rocket for those who underestimate them. Instinct: To serve its operator

    • Fire a rocket for D10 damage, 4 piercing
    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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  • Yellow Musk Creeper Solitary, Stealthy
    Boring Tendril (d10 damage 3 piercing) 12 HP 1 armor
    Close, Reach

    Yellow musk creepers are terrifying plants that propagate by infecting the brain of humanoids, turning them into zombies. These zombies protect the plant while the seed germinates, then wander off to grow into new creepers. Instinct: To seed corpses

    • Spray stunning pollen
    • Turn people into plant zombies
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  • Hobyah Horde, Small, Organized
    Bite (d4 damage) 3 HP 0 armor
    Close

    The Hobyah are not actually wicked fairies but warped bats. Feeding on the remains of necromantic experiments has caused them to increase in size and shed their wings. They can be found in great swarms clinging to the walls of caverns. They will come out at night to terrorize villages or livestock. They use their long hook-like arms to cling to their victims. Their bites are painless but bloody. Most of their prey are felled by loss of blood. Instinct: Kill and drink

    • Cling to the prey
    • Shriek and swarm
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  • Corpse Muck Solitary, Large, Stealthy, Construct, Amorphous
    Murky Slam (d10+3 damage 1 Piercing) 23 HP 4 armor
    Acid Elemental
    Special Qualities: Immune to acid and cold, Resist electricity and sound, Weak to fire, Amphibious, Undead

    Death by drowning in murky swamp water is a bad way to go, but plenty of people and animals disappear into the bogs, never to return. And when they do, it can be problematic. Corpse muck is a half-melted blob of rotten flesh, bones, debris and mud, forming a vicious blob that exists to echo its death by killing others. Instinct: To kill

    • Glitter to attract prey
    • Hide in water
    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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  • Gatling Unit Group, Large, Construct
    Gatling Guns (b[2d8+3] damage 4 piercing) 14 HP 3 armor
    Automatic 2
    Special Qualities: Vehicle

    Gunner Units are bipedal tanks designed by the Ptolemaic for combat in uneven terrain where ordinary tanks would be stumped. They also see use in urban warfare, again where ordinary tanks would be hinderes, taking down enemies with a storm of bullets. Instinct: To serve its operator

    • Blast things apart
    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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  • Ptolemaic Operative Solitary, Intelligent
    Assault Rifle (d10 damage 2 piercing) 12 HP 2 armor
    Close, Near, Far

    Higher ranking ptolemaic agents are often even more powerful, pushing the boundaries of their esoteric training in order to ensure their goals comes true. They too come in several varieties. Commander: Allies deal +1 damage and gain +1 armour. Cultist: Attacks are magical and gain the Ignore Armour and +2 damage tag. Diver: Gains the amphibious tag and deals +1 damage underwater. Guerilla: Taken no penalties in melee and gain +1 armour. Sniper: Gains Far range and +2 piercing. Spec Ops: Deal +2 damage in melee. Technician: Vehicles piloted by this enemy deals +2 damage. Warlord: Deals +2 damage at range. Instinct: To ensure the fall of that which is decayed

    • Engage in guerilla warfare
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  • Ptolemaic Agent Group, Intelligent
    Assault Rifle (d8 damage 2 piercing) 6 HP 2 armor
    Close, Near

    Ptolemaic agents serve as part of a secret organization dedicated to, in their own words, the merciful killing of that which is dying. Agents come in several varieties, each with its own benefit. Commander: Allies deal +1 damage. Cultist: Attacks are magical and gain the Ignore Armour tag. Diver: Gains the amphibious tag. Guerilla: Taken no penalties in melee. Sniper: Gains Far range. Spec Ops: Deal +1 damage in melee. Technician: Vehicles piloted by this enemy deals +1 damage. Warlord: Deals +1 damage at range. Instinct: To ensure the fall of that which is decayed

    • Engage in guerilla warfare
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  • Kech Horde, Stealthy, Intelligent, Evasive
    Vine Bow (d4 damage 1 piercing) 3 HP 0 armor
    Close, Near, Far

    A hairless humanoid much closer to monkeys than humans are. These limber, agile beings defend their homes with surprising ferocity and have mastered the art of training animals to fight with them. Instinct: To protect its tribe's land

    • Train apes
    • Hides in the jungle
    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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  • Mosquito Swarm Horde, Diminutive, Devious, Swarm
    Blood Drain (d6-4 damage) 7 HP 3 armor
    Hand, Ignores Armor
    Special Qualities: Flight

    Thriving in the humid jungle lands, mosquito swarms can grow into terrifying bloodsucking black clouds that will not stop buzzing. Players engaged in melee get -1 ongoing. Instinct: To feed

    • Make really annoying buzzing sounds
    • Inflicts diseases that grants the sick and confused debility
    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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  • Hippopotamus Horde, Large
    Massive Maw (d6+2 damage) 11 HP 1 armor
    Special Qualities: Resistant to heat and diseases

    While fully herbivorous, the hippopotamus is also a very aggressive animal. Instinct: To defend its territory

    • Capsize small boats
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