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  • Bodak Solo
    Reckless Blows (d10 damage) 16 HP 0 armor
    Close

    The soul and the body are intrinsically tied together, only separating in death. But what happens when that connection is broken prematurely? A bodak is born. Bereft of a soul, these undead husks constantly wander to replace it. If their soul was merely stolen, absolution for these pitiful beings can be found through helping them recover it. But if the soul was destroyed, only putting the creature to death will help, as otherwise it will furiously tear any living being apart, desperate to try and take their life energy to fill their hollowness. Instinct: To regain a soul

    • Drain essence with a glance
    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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  • Mind Flayer Thrall Group, Stealthy, Divine, Devious, Organized, Intelligent, Construct
    Hand weapon (d6 damage) 12 HP 0 armor
    Close
    Special Qualities: Maggot-like larva surgically implanted in skull

    Captives whose brains have been removed and devoured by mind flayers are often used as hosts. The mind flayers surgically implant a larval parasite into the skull cavity. The mind flayer can now command the thrall, and experience the world through its sense organs. Instinct: to execute the orders of its master

    • Advance robotically
    • Infiltrate another faction and gather intel
    • Allow the master to see through its eyes
    • Telepathically alert the master of danger
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  • Efreeti Bladestorm Solitary, Large, Magical, Intelligent, Planar, Evasive
    Twin Heated Scimitars (b[2d10]+1 damage 1 piercing) 16 HP 2 armor

    Bladestorms are veteran skirmishers, excelling at darting in and out of dangerous situations. They are especially effective against non-fire creatures, using their internal heat and showers of sparks from the blades to keep opponents at bay, giving them room to work their art. Instinct: To dominate

    • Emit searing heat
    • Alter size
    • Grant wishes
    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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  • Wildwuchsbulle Solitary, Large, Construct, Terrifying
    Hörner und Ranken (b[2d10+4] damage) 24 HP 1 armor
    Forceful
    Special Qualities: ,

    Instinct: ein Revier verteidigen

    • auf etwas zustürmen
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  • Bandit Group, Stealthy, Organized, Intelligent
    schwert, dolch und speer (b[2d8] damage) 6 HP 1 armor
    Close

    Verzweifelte Männner und Frauen auf der Suche nach Geld und Sicherheit Instinct: zu stehlen, zu betrügen

    • zu stehlen
    • dreckige Kampftricks
    • Horn blasen
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  • Kultist Group, Organized, Intelligent, Terrifying
    dagger (d6 damage) 6 HP 0 armor
    Close
    Special Qualities: Mutationen, Mutiert

    Instinct: jemand im verborgenen Angreifen, eine Institution beinflussen

    • versteckt bleiben und infiltrieren
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  • Lord Falgott Solitary, Intelligent, Hoarder
    Twohanded Longsword (d10+2 damage) 20 HP 3 armor
    Close, Forceful

    Instinct: to defend his territory

    • defend the family
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  • Vrokarheim Garrison Horde, Intelligent, Cautious
    Halberd, Sword, Musket (b[2d8]+1 damage 1 piercing) 6 HP 3 armor
    Close, Reach

    The elite troops of Vrokarheim are equiped with halberds, swords and last but certainly not least an unique weapon that seems to fire tiny projectiles at an incredible speed with the use of some sort of alchemical reaction. Instinct: Follow orders

    • March into battle
    • Attack as one
    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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  • Marsher Group, Large, Devious, Organized
    Trample (d4 damage) 14 HP 1 armor

    Used by the Vrokarheim Guard to patrol crowded plaza's and events, these long-necked mammals with tall legs and amphibian features orginally inhabited the quagmire to the east. Both able to wade through deep water and reach the occasional lonely tree for sustenance. They are able to produce a high pitched noise to alert the herd to incoming danger, the guards of Vrokarheim have trained them to perform this noise on command to alert nearby patrols. Instinct: To survive

    • Wade through both crowds and water
    • Protect its rider from harm
    • Produce a deafening high-pitched scream to call for help
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  • Nightsworn Death Knight Solitary, Magical, Intelligent, Cautious, Terrifying
    Serrated truesteel blade (b[2d10+2] damage 1 piercing) 20 HP 4 armor
    Close
    Special Qualities: Ghastly visage

    Even the greatest of good can still be corrupted. A band of knights once rode out to slay an ancient evil, but they never returned. Now their mind has been altered and they zealously fight to protect the dead from the expansion of the living. They aren't evil. They don't enjoy killing. But it has to be done so the evil known as "life" can be stopped. Instinct: Protect the underworld from the living

    • Smother life and magic nearby
    • Slowly drain all life and magic from subject
    • Turn incorporeal or return to a solid form
    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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