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  • Horizon Wanderer Solitary, Stealthy, Intelligent
    Hunting Rifle (d10 damage 4 piercing) 12 HP 1 armor
    Close, Near, Far

    Horizon wanderers have walked the wilderness for almost their entire lives. The ground, the plants and the animals around them are as much part of them as their body, their experience without compare. Players get a -2 to spot and track them. Instinct: To explore the world

    • Track and hide in the wilds
    • Hide tracks with ease
    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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  • Horizon Walker Group, Stealthy, Intelligent
    Hunting Rifle (d8 damage 2 piercing) 6 HP 1 armor
    Close, Near, Far

    Horizon walkers are experienced travellers, walking the planet for their own reason. They understand the hidden paths and teh secret truths of the wilds, making them able to disapear and reappear as if by magic. Players get a -1 on attempts at spotting and tracking them. Instinct: To explore the world

    • Track and hide in the wilds
    • Hide tracks with ease
    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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  • Thrips Palmling Solitary, Large, Divine
    Claws (d10+2 damage) 18 HP 2 armor
    Reach
    Special Qualities: Wings

    A minion of the God Thrips Palmi, dispatched as its agents or offered to cultists who prove their worth. Large winged insect with claws. Instinct: to feed, lay eggs

    • carries diseases
    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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  • Kabal Krane the Bloodless Solitary, Magical, Stealthy, Terrifying
    Summon undead (creates D4 Zombies) 16 HP 4 armor
    Close, Reach, Near
    Special Qualities: Great cuts, self inflicted, from the elbow to the wrist

    You find this stark white wizard dipping his fingers into a vat of his own blood. He draws strange runes, mumbling in an unintelligible language. Pressing his palm to the rune, he shouts a final word. Strange undead creatures appear in a flash of light and attempt to attack you! Instinct: To experiment

    • Rituals with his own blood
    • Make a deal
    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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  • Rat King Solitary, Terrifying
    Bites from it's various mouths (d10+2 damage 1 piercing) 12 HP 1 armor
    Close
    Special Qualities: It is a bundle of rats combined into one humanoid shape

    The monster consists of hundreds of small rats and 5 giant rats that are all matted together into a humanoid shape. The 5 giant rats make up the head, arms and legs, while the smaller rats make up the body. Instinct: To destroy those that would enter it's lair

    • Lunging bite attacks.
    • Calls in swarms of smaller rats to 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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  • Guerrero Jaguar Solitary, Magical, Intelligent, Cautious, Terrifying
    Espadas de densiplastico (d10 damage 2 piercing) 12 HP 5 armor
    Close
    Special Qualities: Intimidador, sorprecivo

    Un atlético y fibroso soldado equipado con un traje jaguar. Este consta de una malla completa de fino kevlar verde, un casco con forma de jaguar e interfaz táctica y de rastreo, unos guantes de fuerza aumentada y control de densiplastico, y unas botas de tracción hidráulica. Por encima de su malla tiene una capa de nanobots inteligentes de densiplastico que pueden adoptar infinitas formas. Instinct: Proteger Aztech

    • Cazar
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  • The Serpent Queen Solitary, Organized, Intelligent
    Black Axe (d10+4 damage 1 piercing) 16 HP 3 armor
    Close, Forceful

    Some prey turn out to be more than the basilisk can handle. Sometimes, the prey isn't dominated by their gaze and instead stares back in defiance. These few have what it takes to topple nations. Perhaps not alone, but with a following of the murderous, petrifying serpents they'll learn to command, they are a near-unstoppable force limited only by their ambition. Pray to the gods the Serpent Queen doesn't set her eyes on your home, and let the gods pray she doesn't intend to topple them too. Instinct: To rule

    • Demand gifts and servitude from passersby
    • Call for her pets
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  • Rockstump Basilisk Solitary, Devious
    Tail-swipe (d8+4 damage 1 piercing) 12 HP 2 armor
    Close, Forceful

    You may know a thing or two about basilisks, but this breed is different. It's worse. They creep about the swamp, looking for greater and greater things to petrify, to add to their statuary. It starts of small with wolves or a travelling peasant, but then they start adding more and bigger prey. Bears, entire caravans of people, Great Spiders, and the adventurers arrogant enough to hunt it down. What may be even worse, while other breeds may kill or petrify with but a look these are harmless unless they want to be. This doesn't sound too bad until you hear stories of the Serpent Queen, who claims to have trained them to be her loyal pets. Then, you have some trouble at hand. Instinct: To add trophies to it's statuary

    • Breathe on flesh to turn it to stone
    • Hypnotize a prey into apathy and submission
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  • Great Spider – Master of Eight Solitary, Large, Magical, Devious, Intelligent
    Large, piercing mandibles (d8+2 damage) 16 HP 0 armor

    Like the old seer of a village, the spiders too have a figure of wisdom to heed. The Masters of Eight often live in solitude, spending their days weaving their webs in hopes that the Mother of Spiders will reveal her wisdom unto them. Like the Masters of Eight look to the Mother for aid, so do other Great Spiders look to the Master of Eight. It has taken many years to learn the ways of wyrd-weaving, many more to accumulate the experiences they've been through. When a Master of Eight speaks their wisdom unto you, you'd be wise to heed it, lest the Mothers misfortune befalls you too. Instinct: Understand the Mother's ways

    • Divine meaning from their webs
    • Weave a magical web with purpose
    • Spin web to enthrall or entangle
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  • Great Spider – Wandering Star Solitary, Small, Intelligent
    Piercing mandibles (w[2d10+2] damage) 12 HP 0 armor
    Close

    Fear of spiders is all too common, and perhaps that is the greatest sorrow for those who have left the Great Spiders societies to wander. All too often does a group of adventurers see a spider larger than the rangers pet creep around the woods, and their first reaction is to put an arrow in each of its' eyes before it attempts to feed on them. While a human, elf, and even the occasional dwarf is a tasty treat, it won't satiate the desire to learn more of their world. Letting them live, and maybe even helping them, in exchange for some stories of their society is often worth it. Who knows, maybe it's not too late to eat them once they're done talking. Instinct: to wander

    • Exchange insight for stories
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