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  • gurak, the mindflayer Solitary, Magical, Stealthy, Intelligent, Hoarder, Planar, Terrifying
    mind flaying (b[2d8] damage) 12 HP 4 armor
    Close, Ignores Armor
    Special Qualities: uncanny vally

    he eats brains to become smarter, holding powerful psychic abilities with which he keeps his prey seperated. gurak has a larger plan, he wishes to raise an army of golems and take the realm for himself. Instinct: to ammase knowledge and magic

    • eat a mind
    • create an illusion
    • use magic to forcfully control
    • read minds
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  • Baaz Draconian Group, Stealthy, Intelligent
    claws, teeth, common weapons (d8 damage) 6 HP 1 armor
    Close
    Special Qualities: wings (gliding)

    Instinct: to drink and wreak havoc

    • disguise itself and attack unexpectedly
    • petrify on death and trap weapon
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  • Group
    (b[2d8+2] damage 1 piercing) 10 HP 3 armor
    Close, Forceful, Reach

    Instinct:

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  • Solitary, Cautious
    (b[2d10+2] damage) 20 HP 6 armor
    Close, Forceful, Reach, Near

    Instinct:

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  • Solitary, Huge
    (d10+5 damage 2 piercing) 20 HP 1 armor
    Reach
    Special Qualities:

    Instinct:

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  • Solitary, Large, Magical, Terrifying
    eyes (d10 damage) 20 HP 2 armor
    Ignores Armor, Far
    Special Qualities: ,

    Instinct:

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  • Calzone Golem Solitary, Construct, Amorphous
    hot air (d10+2 damage 1 piercing) 19 HP 2 armor
    Close, Forceful, Reach
    Special Qualities: Immune to fire

    Instinct: to guard kitchens and pantries

    • If struck, spouts hot tomato juice
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  • Master Splinter Solitary, Stealthy, Intelligent
    Daggers (b[2d8+2] damage 1 piercing) 16 HP 3 armor
    Close, Near, Far

    Master Splinter is a master thief. Instinct: To protect

    • Daggers
    • Smoke bomb
    • Into the shadows
    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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  • Wraak the Goblin Sorcerer Solitary, Small, Magical, Stealthy, Intelligent, Hoarder
    Magic Missile (d10 damage) 12 HP 4 armor
    Close, Ignores Armor, Near, Far

    Instinct: To get revenge on Cooperton

    • Confuse with magic.
    • Escape through a portal.
    • Blind and Poison them with a Cloud
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  • Veteran Guardsman Group, Organized, Intelligent, Cautious
    Longsword and Shield, Crossbow (b[2d8+2] damage) 10 HP 6 armor
    Close, Forceful, Reach, Near, Far

    A veteran of battles past, these Veteran Guardsmen stand in full plate armor and carry themselves with the confidence of an accomplished swordsman. They are not to be trifled with. Instinct: To defend the town

    • Lead the guard into battle (+1 HP to all guards when Veteran is present)
    • When vastly outnumbered, send a runner to summon the garrison
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