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  • Ravia Solitary, Stealthy, Magical, Devious, Intelligent
    Sharp nails (d6 damage 1 piercing) 12 HP 2 armor
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    Ravia is the eldest of the raggio siblings. She dances and sings entrancing songs as her brother ravial attacks the hypnotized players. Instinct: to distract

    • Entrance with dance
    • Make two illusions of itself
    • hypnotize and manipulate players
    • Distracts players to allow ravial to attack
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  • Charblins Horde, Small, Devious, Terrifying, Amorphous
    Jagged Teeth (b[2d4+2] damage 1 piercing) 6 HP 2 armor
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    Special Qualities: Charred black and smoking little humanoid body with long pointed ears, jagged coal-like teeth, but no eyes, nose, etc.

    Charblins are goblin-esque creates birthed from the mountain leviathan's burning magma eye blasts. Yep, burning magma eye blasts. They are birthed instantaneously an only wish to bring a civilized land to ruin. They are easy enough to kill, but there are usually dozens of them. One-on-one is no challenge, but Charblins are known to swarm the most threatening enemy facing them. Instinct: To ravage civilization

    • Gnaw on the living
    • Swarm a powerful enemy
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  • Eonna the Hoarder Solitary, Magical, Devious, Intelligent, Hoarder, Terrifying
    Arcane Serpents (b[2d6] damage 1 piercing) 12 HP 6 armor
    Close, Reach, Ignores Armor, Near
    Special Qualities: Magical flight, Horned woman with glowing red eyes, wreathed in shimmering magical snakes

    Eonna was one of the first to successfully hunt down arcane artifacts after The Merge. She started out with a hunting party like most others, but as they collected magical trinkets she grew more and more powerful. This power created a lust in her that lead her to kill her party and continue hunting on her own. To date, Eonna has collected several dozen arcane artifacts that have corrupted her in strange ways. For example, she has three horns growing from her head (one on each side and one in the middle), her red glowing eyes grow brighter when she is near another artifact, shimmering arcane serpents writhe around her body at all times, and her body hovers a few feet off the ground at all times. Somehow the magical artifacts have also given her the ability to fly and also to control the arcane serpents which she flings at her enemies and/or other magic hunters. She is obsessed with collecting these artifacts and will stop at nothing to acquire more. Few have survived an encounter with her, and those that have speak of her as a myth or legend. She appears out of nowhere, slaughters all who she suspects may inhibit her retrieval of a magical trinket, and then vanishes. Only the dead are left in her absence. Lastly, the arcane energies that surge through her body have gifted her the ability to use her finger to draw astral doorways into thin air that she steps through and into another place. Instinct: To collect magic

    • Hunt arcane artifacts
    • Teleport through astral doorways
    • Corrupted by magic and relentless
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  • The Turtle Knight Solitary, Intelligent, Cautious
    Sword (d10+2 damage) 12 HP 6 armor
    Close, Forceful
    Special Qualities: Amphibious

    Though turtle knights are a rare sight some may recall legends about these noble creatures. They are said to be friendly even towards their enemies for they know that there are only a few thing that could actually harm them. With wise smile and calming words they are commonly seen as a paragon of knightly virtues. Instinct: Protect innocents

    • Neglect damage dealt
    • Negotiate kindly and slowly
    • Stand firm
    • Heal wounded
    • Make a feat of strength
    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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  • Mutant Beasts Group, Small, Hoarder
    Claws and teeth (d6 damage) 6 HP 0 armor
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    Born from the magical saturation caused by the Fall of the Gods the mutant beasts are vicious hunters with a magpie attitude. They hunt in packs and decorate their burrows with shining treasures stolen wherever they might find them. Instinct: Hunt for a weak prey

    • Steal away with shiny price
    • Gnarl from distance
    • Attack from hiding
    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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  • Green Dragon Solitary, Large, Intelligent, Hoarder, Planar
    Spit Acid Cloud (d12 damage) 16 HP 1 armor
    Ignores Armor, Near
    Special Qualities: Flyer

    Before the Fall of the Gods, green dragons were summoned to Maellorn by the elves. They guarded the woodland realm with fierce temper in exchange for treasures and sacrifices. During the War most of them perished but some still slumber deep within the forest. Instinct: Protect Maellorn

    • Act with unmatched speed
    • Bend element of earth to its will
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  • The Abandoned Solitary, Large, Magical, Divine, Planar, Terrifying, Amorphous
    Burning Acid (b[2d10+4] damage) 25 HP 5 armor
    Forceful, Reach, Ignores Armor
    Special Qualities: Feels no pain, Appears as a giant skull enveloped within a floating blob of warbling red acid

    Nicknamed "The Abandoned," these poor creatures appear as a giant skull enveloped within a floating blob of warbling red acid. Their nickname stems from the fact they are constantly bawling, screeching about being "left behind." They seem to be in a constant state of utter despair, leaving a trail of burning acid tear drops that ignite and burn everything they touch. If they're not openly weeping then they are screaming bloody fucking murder and flying through the air in an attempt to destroy anything that may have disturbed their self-loathing. No one knows what they are blathering on about, but the truth is that "The Abandoned" are the spirits of those who died just as the world's arcane energy tore the world apart. The spirits retain the knowledge of the old worlds and weep for their deaths. When one of "The Abandoned" is defeated, it will become a normal sized floating skull that will forever follow whoever defeated them. For some reason, in defeat "The Abandoned" shift gears and become filled with overwhelming love and joy for whoever bested them. They often quietly speak soft words of affection to their new friend. Instinct: To weep drops of flaming acid everywhere it goes

    • Charge screaming at an enemy
    • Remember all worlds and weep for their destruction
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  • Bon'ka Group, Magical, Stealthy, Intelligent, Terrifying, Amorphous
    Eye Blast (w[2d10] damage) 13 HP 7 armor
    Close, Ignores Armor, Near, Far
    Special Qualities: Appear as a pitch black hooded figure, draped in cloths, black antler protruding from the hood, and glowing yellow eyes

    The Bon'ka are known as the strange, unruly protectors of magic. Even before the mage war, the Bon'ka weaved a bit of magic into nature itself which preserved both energy and the world itself. After the war and the twisting of all worlds, the Bon'ka remained unchanged even though the world itself had. These creatures have no allegiances and some say they lost their minds after the wizard war tore the world's arcane energy apart. They want to see all of the magic returned to nature itself, but are unable to leave their forest. Perhaps they will aid another in retrieving magical artifacts, but once retrieved can they be trusted not to take them for themselves? Instinct: To confuse magic hunters

    • Offer up mysterious clues
    • Morph into natural surroundings
    • Command nature to subdue an enemy
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  • Trueclaw Horde, Small, Stealthy, Devious, Intelligent
    Razor Claws (d4+2 damage 1 piercing) 3 HP 2 armor
    Close
    Special Qualities: Immune to being knocked down

    The Trueclaws are a gang of a cat-like race of creatures that are practically literal cats that stand on two legs, wear hooded capes, pants, and a belt, speak common language, and love to steal shit. They travel in small groups because they are notorious for not getting along with anyone--including their own kind. They are foul little beasts who will cut you for looking at them. Instinct: To be contrary

    • Pounce on a distracted enemy
    • Steal, snatch, and take
    • Move with speed and grace
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  • Ava Solitary, Magical, Divine, Intelligent
    Magic Staff (d10+2 damage) 12 HP 4 armor
    Close, Ignores Armor

    Instinct: To preserve herself

    • Wield dark magic
    • Summon dark creatures and cast holy style magic
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