• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Hired Thugs Horde
    Shitty weapons (d6+2 damage) 3 HP 1 armor
    Close

    Instinct: to do what we're told

    • Ambush them
    • Gang up on them when they are alone
    • Scatter like dogs when morale is broken
    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.
    Tweet
  • Prototype ZM-4 Solitary, Huge, Cautious, Construct, Amorphous
    Electro-Punch (b[2d10+7] damage 3 piercing) 27 HP 5 armor
    Reach, Forceful, Near, Far
    Special Qualities: Thunderbolt Iron Construction, Magitek Cores [5], Piloted

    Instinct: F0LLOW DIRECT1VE

    • Encase the master in Iron
    • Throw them around like ragdolls
    • Blast them with powerful arcs of Electricity
    • Crush them underfoot
    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.
    Tweet
  • Perfect Knight Group, Devious, Amorphous
    Marble Weapons (d6+4 damage) 17 HP 4 armor
    Close, Forceful

    Instinct: Prevent intrusion

    • Guard the treasures of the Peerless Star
    • Petrifying Curse
    Tweet
  • lurker Horde, Tiny, Magical, Intelligent
    bone (d6 damage 2 piercing) 3 HP 4 armor
    Hand, Forceful

    its tiny it hates cats and it is really really really fast Instinct: blood and souls

    • eat souls
    Tweet
  • Watuni Cultist Group, Stealthy, Devious, Intelligent, Cautious
    Poison Spray (Weak + Shaky) (d8+2 damage) 6 HP 2 armor
    Close, Near
    Special Qualities: See in the Dark

    Hissing dark secrets to their brethren, their mystic gestures and shinny bulging eyes give little of their intentions away. Although their tattered cloaks obscure their features, these humanoids are covered in protective scales which should give them just enough projection from any "Heroes" to bring their master plans to fruition. Their Poison Spray Causes "Weak" then "Weak and Shaky" debilities, and if untreated with antivenom, complete Blindness in 2 days. Instinct: Cunningly Serve

    • Spring Trap
    • Use Poison
    • Cast Darkness
    • Escape
    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.
    Tweet
  • Watuni Guardian Group (2), Large
    Halberd or Falchion & Shield (d8+1 damage) 14 HP 5 armor
    Forceful, Reach, Near
    Special Qualities: Act in Concert, Selfless, Honour Bound, Devine Regeneration

    If you thought that stopping the ritual was going to be as easy as knifing the cloaked figure weaving glowing runes in the air, think again. These hulking monsters - half human, half snake, aren't gonna let you get anywhere near their inner sanctum. Whether projecting an entrance or the ceremony itself these guardians always come in pairs who will act with ferocity and uncanny timing that make you think their minds are linked, because well they are. Instinct: Protect the Nest

    • block, guard or stall
    • defend or interrupt
    • give advantage to partner
    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.
    Tweet
  • Watuni Spy Solitary, Magical, Stealthy, Organized
    Wickedly Poisoned Daggers (d10 damage 2 piercing) 12 HP 6 armor
    Close
    Special Qualities: Sees in the Dark, Lighting Fast

    The Snake Priesthood's glassy eyes and forked tongue. These snakey humanoids move silently in the dark, and are protected by their scaly smooth skin, lucky for you there was only one. Unlucky it'll be back with it's friends, and now they know your secrets. Instinct: to spread lies and absorb truth

    • impersonate humanoids
    • disapear into the shadows
    • i'll be back with my friends, at night while you're sleeping
    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.
    Tweet
  • Ka'rm Solitary, Huge, Terrifying
    Bite or Spiked Tail (d12+7 damage 1 piercing) 24 HP 3 armor
    Reach, Forceful, Messy
    Special Qualities: Plated Scales, Shakes the Earth

    carnosaur
    Instinct: to Feed

    • Pierce them with teeth like swords
    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.
    Tweet
  • Qa'Tor Commander Solitary, Large, Magical, Divine, Organized, Intelligent, Cautious, Terrifying
    Giant Obsidian Curved Sword (b[2d12+4] damage 3 piercing) 22 HP 6 armor
    Reach, Forceful, Messy
    Special Qualities: Amphibious, Plated Scales, Enormous mass of muscle, Glyph of Protection, Glyph of Dread

    Instinct: to Lead for the Covenant

    • Sit back until absolutely necessary
    • Take Hold of an area and never back down
    • Tear them to bloody shreds
    • Ride Ka'rm into battle
    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.
    Tweet
  • Zah'bo Solitary, Huge, Magical, Divine
    Tail Swipe (d10+5 damage 1 piercing) 22 HP 5 armor
    Reach, Forceful
    Special Qualities: Plated Scales, Spiked Tail, Glyph of Protection

    stegosaur
    Instinct: to Endure

    • Give negative fucks
    • Carry the Master
    • Protect the Master
    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.
    Tweet
Previous
Next