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  • Town Guard Group, Organized, Intelligent, Cautious, Hoarder
    Shortsword and Shield, Crossbow (b[2d8] damage) 6 HP 5 armor
    Close, Near, Far

    The guardsmen of the town of Golden Field are always at the ready. They have to be--there are so many merchants in Golden Field that without the Guardsmen, the town would be ransacked daily. Instinct: To defend the town

    • Stand in defense of the townspeople.
    • When outnumbered, summon the garrison
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  • Schrodinger's Cat (Archibald) Solitary, Small, Magical, Stealthy
    claws (d10-2 damage) 10 HP No armor
    Hand
    Special Qualities: Phase Through Walls, Become Invisible Till Viewed, Immune to Poison, Immune to Radiation, Intelligent, Telepathy

    Instinct: To confuse

    • When you look at it Roll + Int to determine if it is there or not.
    • It confuses the mind by appearing where its not and not appearing where it is. Roll + Wis to determine if it really exists. On Success it is where you think it is. On Partial success it is there but you doubt yourself take -1 on going. on failure you don't think it exists.
    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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  • Sohei Group, Divine, Magical, Organized, Intelligent
    Fisticuffs (b[3w[3d8+4] damage 1 piercing) 14 HP 2 armor
    Close, Forceful, Near

    He looks like a monk. 6'. Bald. Kindly looking face. Flowing robes of White with Red hems. A tome of some kind attached to his right hip, and a flask attached to his left. Sandals of wood. Instinct: To fulfill the prophecy at any cost.

    • When someone questions your authority, show them the power of the gods.
    • When you use the power of the gods to paralyze an enemy, they must protect with their constitution.
    • When you are facing superior forces, summon 3 more Sohei from the sands of time.
    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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  • Egrakos Solitary, Huge, Intelligent, Hoarder
    Enorma klor (d12 3 piercing) 18 HP 2 armor
    Reach, Forceful, Ignores Armor

    Sedan urminnes tider har Egrakos vandrat på jorden. Hans främsta mål är att förslava och till sin hjälp har den Svarta stjärnordern. Allt han behöver är att finna Den svarta stjärnan. Med hjälp av denna artifakt blir han i det närmaste en gud. Instinct: Förslava mänskligheten

    • Förvandla sig till ett enormt monster
    • Dra till sig saker av metall
    • Hypnotisera fiender med sin röst
    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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  • Skogsmörk Solitary, Tiny, Terrifying
    Bett (d12 damage) 12 HP 1 armor
    Hand
    Special Qualities: Utvecklat ett skräckinjagande utseende efter att ha levt i de mörkaste skogarna i millenier

    En skogsmörk är ett väsen som lever i de mörkaste skogar. Här förföljer den sitt byte i skuggorna, tills dess att den får en chans att kasta sig över de intet ont anande varelser. Till utseendet liknar den en stor spindel. Med hjälp av sina många ben och vassa tänder borrar den sig in i magen på sitt byte och förtär sedan det fortfarande levande bytet inifrån. Instinct: Äta andra varelser inifrån

    • Förföljer sitt byte i väntan på ett läge
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  • Svartstjärna Solitary, Stealthy, Magical, Intelligent
    Blixtmagi (d10 damage) 12 HP 0 armor
    Close, Ignores Armor, Far

    En lärling i den Svarta stjärnordern. Svuren att följa orderns ledare och att stoppa alla som försöker motarbeta deras mål. Insvept i långa svarta skynken med en kåpa som döljer magikerns ansikte. Använder sig av en magisk stav för att kasta dödliga blixtar. Instinct: Att förgöra eller fånga orderns fiender

    • Kasta blixtar
    • Skapa en illusion
    • Åkalla en elementar
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  • Jordelementar Solitary, Small, Construct, Amorphous
    Slå (d10+2 damage 2 piercing) 19 HP 4 armor
    Close, Forceful
    Special Qualities: Åkallad av en magiker

    En jordelementar åkallad av en magiker. Detta väsen påminner om ett troll i sitt utseende, men är helt formad av sten och jord. Instinct: Att förgöra fiender

    • Attackera utan tanke på sin egen säkerhet
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  • Ordernskrigare Group, Intelligent
    Yxattack (d8+2 damage 1 piercing) 6 HP 2 armor
    Close

    En krigare av Svarta stjärnordern. Har tränats och hjärntvättats av ordern för att bli en skicklig krigare de kan använda sig av för att uppnå sina mål. Instinct: Förgöra eller fånga de som motsätter sig Svarta stjärnordern

    • Attackera med tvåhandsyxa
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  • Mastermind Brother Horde, Organized, Intelligent, Artificial
    Fists or weapons (d6 damage) 4 HP 0 armor (1 armor with gear)
    Close, Near
    Special Qualities: Swim and breathe water, Above-Average Endurance and Resistance to Pain

    The Mastermind Brotherhood is a spawned collection of identical humanoids. They serve the Mastermind Beast as guardians and spies. Birthed by the Beast after it has gathered genetic information on a sentient creature, a Mastermind Brother is almost indistinguishable from it's genetic parent. Though originally ignorant of local (or species) customs, the more information that the Brotherhood gathers about a group or territory, the more like real people they appear. They share a telepathic bond with their Beast-mother and with each other, though information does not pass between them instantaneously. Instinct: to gather information

    • Defend the Beast
    • Call its Brethren
    • Drag someone away
    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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  • Mastermind Swarm Horde, Tiny, Organized
    Bite (d6 damage 1 piercing) 3 HP 0 armor
    Hand
    Special Qualities: Swim and breathe water

    These vicious little bastards are fanged tadpoles the size of a fist. They swarm creatures in water, biting off chunks -- some to eat, some to return to their brood mother, the Mastermind Beast. Genetic material they gather can be used to create hybrid creatures. If wounded, they release alarm chemicals into the water that quickly spread, alerting even more of the tiny horrors. Avoid the water. Instinct: to nip off a piece to return to the Mastermind

    • Bite, bite, bite
    • Wounds release alarm chemicals
    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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