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  • Enthalled Wizard Solitary, Small, Magical, Intelligent
    Magic Missile (d10 damage) 12 HP 0 armor
    Close, Reach, Ignores Armor, Near

    Instinct: Serve their master

    • Sacrifice themself to protect their master
    • They know basic spells and tricks
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  • Arkhani Juggernaut Solitary, Huge, Organized, Intelligent, Construct, Terrifying, Amorphous
    Dual arm-cannon (b[2d10+7] damage 3 piercing) 31 HP 6 armor
    Reach, Near, Far, Forceful, Messy
    Special Qualities: Thick Plating, Tesla Core, Integral Dual Arm-Cannon, Shakes the Earth, Unstoppable Force

    Enormous squarish hulks of metal, with easily enough room inside to store a sizable crew. It walks upright on arms and legs, shaking the earth as it goes, and has enormous cannons attached to both its arms. The Arkhani coat of arms is proudly displayed on its front.
    Instinct: to Serve the motherland

    • Destroy everything in its path
    • Crush them underfoot
    • Blast them to shreds
    • Radio for help
    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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  • Arkhani Guardian Group, Large, Stealthy, Organized, Intelligent, Construct, Amorphous
    Belt-Fed Machine Gun or Metal Fist (b[2d8+4] damage 2 piercing) 17 HP 6 armor
    Reach, Near, Far, Forceful, Messy

    A small, coordinated group of gunmetal-coloured, large, Bipedal war machines. The armored cockpit is about the size of a carriage, with stilt-like lithe yet armored legs beneath it.Their left arms have large bayonet-like protrusions, while the right is fitted with a large machine gun instead of a hand, that is fed with a belt leading to the back of the cockpit. They move with uncanny speed and precision considering their strength, and the pilot is not visible. Instinct: to Serve the motherland

    • Throw them around like ragdolls
    • Electrify the hull to shake them off
    • Obliterate any cover they might have
    • Fill them with hot lead
    • Radio a distress signal
    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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  • Tesla Trooper Group, Devious, Organized, Intelligent, Construct
    Tesla Projector (d6+2 damage) 6 HP 3 armor
    Close, Near, Ignores Armor
    Special Qualities: Stilt Legs, Tesla Cells

    Somewhere up in the air resides a man. He is suited in mechanical apparatus, masked to protect his eyes from the violent discharge of the Tesla power cells on his back. He strides atop long metal stilt-legs, and carried a glowing blue tubular weapon connected to the cells on his back.
    Instinct: to Serve the motherland

    • Blast them with powerful arcs of Electricity
    • Stun them for a few moments, leaving them helpless
    • Kick them with force
    • Radio for Backup
    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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  • Arkhani Soldiers Group, Stealthy, Organized, Intelligent, Hoarder
    Semi-Automatic Rifle with bayonet (b[2d8] damage 1 piercing) 6 HP 1 armor
    Reach, Near, Far, Messy

    A ragged band of conscripts given rifles, and basic training in squad tactics. Thick long woolen coats, long grey steel rifles with bayonets and their squarish woolen hats are their trademarks.
    Instinct: to Serve the motherland

    • Attack from multiple sides
    • Stun and disorient them with a gas canister
    • Radio for backup
    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 Fire Worm Solitary, Huge
    Vortex of Teeth (d10+5 damage 2 piercing) 20 HP 1 armor
    Reach, Forceful, Near
    Special Qualities: Fireproof, Burrower

    Instinct: to burn

    • Project Magma
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  • Shulk Solitary, Large, Amorphous
    Psuedopod (d10 damage) 19 HP 0 Armor
    Near
    Special Qualities: Amphibious, Amorphous

    Instinct: To Consume

    • Grab Someone
    • Engulf Someone it's Grabbing
    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 Sunken King Solitary, Intelligent, Terrifying
    War Axe (d10 damage) 10 HP 3 armor
    Close, Forceful
    Special Qualities: Decaying Visage

    An ancient Dwarven King whose kingdom has long since sunken deep beneath the waves of the Karath Sea, the Sunken King knows only his waterlogged kingdom and sodden subjects. His Kingdom has fallen apart beneath the ocean, but his intent to rule has kept alive enough of his former soldiers and citizens that he still commands a sizable force in his grotto. Though a skilled warrior in life, this watery undeath has brought him a new power, to compel others into his bidding. Instinct: To Rule

    • Give Orders
    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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  • Alpha Shrieker Solitary, Large, Hoarder
    jump and pound, (b[2d8+2] damage 2 piercing) 16 HP 1 armor
    Forceful, Ignores Armor

    A massive two headed shrieker. Throws boulders and charges. Will protect young at all cost. Takes all opportunities to assert dominance. Second head grows once it asserts its reign. Its not uncommon for other limbs to grow. Instinct: Protect its pack

    • Clobber
    • throw stone
    • Deafening roar (player goes deff)
    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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  • Ebon Elite Guard Solitary, Intelligent, Cautious
    Huge crystal maul (b[2d10+2] damage) 16 HP 6 armor
    Close, Forceful

    Bound to the Ebon Princess by oath and blood these elite soldiers stand and fall with their mistress. Slow but fierce and never exhausted, bringing annihilation to all who oppose the Ebon Princess, to all who dare disturb her slumber. They wield huge crystal mauls which shatter on impact on solid rock or similar, sending flashing black shards into everyone near. Then, the crystals reform the head of the maul, ready to strike again. Instinct: To guard the Ebon Princess.

    • Endure for its mistress.
    • Wielding a huge towershield.
    • Dark composit-steel-armor.
    • Crystalshards, 1d4dmg AoE.
    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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