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  • Druid Sage Solitary, Divine, Magical, Intelligent
    Oaken staff (w[2d10] damage) 18 HP 1 armor
    Close

    The most experienced of druids are sages, so perfectly attuned to nature that they feel every single living thing near them. At this stage, it is hard to say where they end and the natural world begin, the landscape around them shifting to do whatever needs to be done. Allied animals heal 3 per die roll. Instinct: To protect nature

    • Communicate with nature
    • Call upon the power of nature
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  • Druid Speaker Group, Divine, Magical, Intelligent
    Oaken staff (w[2d8] damage) 8 HP 1 armor
    Close

    The speakers are druids who have stabilized their connection with nature and can now fully speak on its behalf. They are fully attuned with the world around them, sensing both flora and fauna. Allied animals heal 2 per die roll. Instinct: To protect nature

    • Communicate with nature
    • Call upon the power of nature
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  • Druid Adept Horde, Divine, Magical, Intelligent
    Oaken Staff (w[2d6] damage) 5 HP 0 armor
    Close

    Initiates of the druidic faith, adepts have only recently learnt to tap into the natural world and communicate with it. Instinct: To protect nature

    • Communicate with nature
    • Call upon nature
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  • Nalfeshnee Solitary, Huge, Intelligent, Planar
    Meaty fist (d10+5 damage) 20 HP 1 armor
    Reach
    Special Qualities: Immune to illusions, electricity and poison, Resistant to acid, cold and fire

    Nalfeshnee demons are appointed among souls with druidic power and potential. Their understanding of the nature of Hell, the Abyss and any other place they are called to are second to none. As a result, they are not always aligned with various infernal factions, but instead act as neutral third parties. Instinct: To serve Hell itself

    • Unleash a maddening light
    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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  • Bebilith Group, Huge, Devious, Planar
    Piercing Limbs (d6+3 damage 4 piercing) 14 HP 3 armor
    Reach

    Bebiliths are dangerously hellborn arachnid predators, who usually feast upon demons and other fiendish creatures. Instinct: To eat

    • Rip off and rip apart target's armour
    • Causes target to decay, causing the Sick debility
    • Can warp between worlds, though it cannot bring anything with it
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  • Banshee Solitary, Magical, Devious, Intelligent, Amorphous
    Spiteful strike (d8 damage) 19 HP 5 armor
    Close, Ignores Armor
    Special Qualities: Incorporeal, Can sense the living, Undead

    Banshees are the spirits of those who have died due to betrayal. Their hatred, sorrow and grief binds them to the material world, calling them to have their bitter revenge. Strangely, their primary target can hear nothing but their screams, the spirit's mad ravings and call for revenge only audible to everyone else. Instinct: To have revenge

    • Unleash a devastating scream. This attack has the Sound Elemental, Ignore Armour and Group tags.
    • Strikes infect targets with terror
    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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  • Group, Divine, Organized, Intelligent, Cautious, Planar
    (d8+2 damage) 8 HP 5 armor
    Close, Forceful, Reach

    Instinct:

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  • Kobold Cheiftan Solitary, Small, Organized, Hoarder
    Glaive (b[2d10+2] damage) 12 HP 2 armor
    Close, Reach

    Instinct: Fame and Accord

    • Send an Adventurer Sprawling
    • Command Concubines
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  • Kobold Brawler Group, Small
    Jagged, Spikey Gauntlets (d8 damage) 6 HP 1 armor
    Close

    Instinct: To Protect its Tribe

    • Steal a Loose Item
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  • Kobold Hunter Group, Small, Stealthy, Organized, Intelligent, Hoarder
    Spear Jab! (d8 damage) 6 HP 0 armor
    Close, Reach

    Instinct: To Protect the Tribe

    • Throw a Spear!
    • Throw grit in their eyes!
    • Be warned by the Dinner Bell
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