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  • Bandit Leader Group, Organized, Intelligent, Cautious, Hoarder
    Battleaxe, Long sword, fists (b[2d8+4] damage) 6 HP 3 armor
    Close, Forceful

    Like other bandits, except much larder and vicious. They need to look like a badass and will often put themselves in danger to prove it. However they are more than willing to call for help. Instinct: They need to keep on looting and causing anarchy or they will lose authority of they band

    • Lead their band of Bandits
    • If its in danger it can call upon the other their band for defense
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  • Bandit Group, Intelligent
    Pikes, Daggers, Swords (Anything that comes to hand really) (b[2d8+2] damage) 6 HP 1 armor
    Close

    Run of your mill bandits. Instinct: They have a need to steal. They yearn to cause anarchy

    • Loot, Raid, Pillage, run
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  • Gunner Deadeye Solitary, Intelligent
    Rifle (b[2d10] damage 4 piercing) 12 HP 2 armor
    Close, Near, Far

    Deadeyes are very proficient with their firearm of choice, quickly and effeciently placing bullets where it will hurt the most. Their training makes them equally dangerous at all distances, as a 7-9 on a ranged attack allows them to deal their damage just as if they had been engaged in melee. Instinct: To engage from a distance

    • Return fire
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  • Gunner Sharpshooter Group, Intelligent
    Rifle (b[2d8] damage 2 piercing) 6 HP 2 armor
    Close, Near, Far

    Better trained than their peers, the sharpshooters become adept at spotting weaknesses in their enemies armour to exploit. Their training makes them equally dangerous at all distances, as a 7-9 on a ranged attack allows them to deal their damage just as if they had been engaged in melee. Instinct: To engage from a distance

    • Return fire
    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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  • Gunner Rifleman Horde, Intelligent
    Rifle (b[2d6] damage 1 piercing) 3 HP 2 armor
    Close, Near, Far

    Basic gunners lears the ins and outs of the gun and which end to not point at themselves. Their training makes them equeally dangerous at all distances, as a 7-9 on a ranged attack allows them to deal thier damage just as if they had been engaged in melee. Instinct: To engage from a distance

    • Return fire
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  • Blue Dragon Solitary, Huge, Magical, Intelligent, Hoarder
    Cerulean Precision Strike (b[2d12+5] damage 1 piercing) 20 HP 4 armor
    Reach
    Special Qualities: Electrically charged scales, Immune to Electricity, Flight, Burrow

    Blue dragons are strategists and networkers. Very social by dragon standards, they have no problems engaging with other species, though they always attempt to do so from a position of authority. They prefer well thought out strategies to brute force, combining it with their superior mobility in the air, on the ground and in the sands of their home. Instinct: To rule and govern

    • Breathe lightning
    • Evaporate liquids with a thought
    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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  • Mummy Tombwarden Horde, Devious, Intelligent, Construct
    Ancient Bow (d6+2 damage 1 piercing) 11 HP 2 armor
    Close, Forceful, Near, Far
    Special Qualities: Undead

    Mummy Tombwardens are eternal watcher, patiently following their eternal vigil as the ages go by. Their job is to protect the sanctity of the tombs by putting as many arrows in their victims as possible. Instinct: Stand vigil over its tomb

    • Sicken and scar with a touch
    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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  • Hieracosphinx Group, Large, Intelligent
    Claws of the Dune Raider (b[2d8+3] damage) 10 HP 0 armor
    Special Qualities: Flight

    Hieracosphinxes comes from the sphinx eggs that gain the least heat and are therefore the most common. Their features a bird-like and among their species, they are often looked down upon as being dim and bloodthirsty. A view that has some truth to it, as these sphinxes have less of a mind for complicated riddle and much more for hunting and combat. As a result of these prejudices, hieracosphinxes are much more likely to seek company and even mates among non-sphinxes. Instinct: To prove themselves

    • Emit a deafening screech
    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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  • Hieracosphinx Group, Large, Intelligent
    Claws of the Dune Raider (b[2d8+2] damage) 10 HP 0 armor
    Special Qualities: Flight

    Hieracosphinxes comes from the sphinx eggs that gain the least heat and are therefore the most common. Their features a bird-like and among their species, they are often looked down upon as being dim and bloodthirsty. A view that has some truth to it, as these sphinxes have less of a mind for complicated riddle and much more for hunting and combat. As a result of these prejudices, hieracosphinxes are much more likely to seek company and even mates among non-sphinxes. Instinct: To gain lore

    • Emit a deafening screech
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  • Air Elemental Group, Large, Cautious, Planar, Amorphous
    Blow of the Wind (d8+3 damage) 21 HP 4 armor
    Special Qualities: Forceful

    Air elementals are free spirits, travelling all over the places to see and hear everything. They almost never stand still and hate being confined. Instinct: To travel

    • Whip up a storm
    • Flying creatures get -1 on all rolls against it
    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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