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  • Common Rakshasa Thuggee Solitary, Magical, Intelligent
    Strangling wire (d12+2 damage 2 piercing) 16 HP 1 armor
    Close, Forceful

    Rakshasa thuggees earn the pleasures of life as master killers, eliminating targets either without a sound or with brutal obviousness depending on the message that must be send. Instinct: To engage in hedonistic gluttony

    • Change shape
    • Cast debilitating spell
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  • Belker Solitary, Large, Devious, Planar, Amorphous
    Smoky Limbs (b[2d8] damage) 23 HP 1 armor
    Ignores Armor

    Belkers are elemental creatures made of smoke. They are territorial to the extreme, though some creatures, such as genies and mephits, are allowed through if they can befriend the cautious beings. Instinct: To defend its territory

    • Dissolve into smoke
    • Force smoke into victim's lungs
    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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  • Common Rakshasa Horde, Magical, Intelligent
    Machete (d8+4 damage) 7 HP 0 armor
    Close, Forceful

    Rakshasas were once mortals, who through various indulgences tied themself to existence, allowing them to escape teh cycle of souls and reincarnate as an entirely new being. The common rakshasas were the first of their kind, binding themself through indulgence, gluttonusly feasting on everything life has to offer, from food to sexe. As a result of their condition, they look like antropomorphic animals in their true forms. Instinct: To engage in hedonistic gluttony

    • Change shape
    • Cast debilitating spells
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  • Common Elephant Horde, Huge, Organized
    Tusks (b[2d6+3] damage) 11 HP 1 armor
    Reach

    The common elephant is a large herbivore with a trunk well known for its memory. Instinct: To protect herd

    • Trample
    • Trumpet
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  • Water Elemental Group, Large, Intelligent, Planar, Amorphous
    Tsunami Smash (d8+2 damage) 17 HP 1 armor
    Forceful
    Special Qualities: Superb fighter in water

    Water elementals a capricious creatures made of pure water. They are prone to moodswings and wanderlust, though also lazyness. Instinct: To shape water

    • Quench flames
    • Create whirlpool
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  • Choker Group, Small, Intelligent
    Stretchy Limbs (d6 damage) 6 HP 1 armor
    Close, Reach
    Special Qualities: Elastic, Expert Grappler, Speedy

    Chokers are elastic hunters of the depths. Much like apes, they are capable of tool usage, but have not reached the same stage of sapience as humans, dwarves, halflings and so on. Despite this, they are fascinated by creatures similar to themselves and often lair in cities. If well fed, they can be tamed to a degree. Instinct: To eat

    • Move through tight spaces
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  • Barbarian Berserker Solitary, Tiny, Intelligent
    Melee Weapon (b[2d10] damage 3 piercing) 16 HP 2 armor
    Hand, Forceful

    At the pinnacle of their rage, the barbarian's vicious blows allow them to tear armour apart with every blow, shredding their enemies guts and limbs. When below half health, their damage die is upgraded by one step. Instinct: To crush his/her enemies

    • Get mad
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  • Barbarian Rager Group, Intelligent
    Melee Weapon (b[2d8+4] damage 1 piercing) 10 HP 2 armor
    Close, Forceful

    Barbarian who learn to focus their rage becomes even more dangerous, allowing their vicious blows to tear through armour. When below half health, their damage die is upgraded by one step. Instinct: To crush his/her enemies

    • Get mad
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  • Barbarian Brute Horde, Intelligent
    Melee Weapon (b[2d6+4] damage) 7 HP 2 armor
    Close, Forceful

    Barbarian brutes have learned to tap into the primal power of rage, allowing them to enter a destructive fury when wounded. Thsi fighting style does not lend itself well to ranged weaponry, however, and as a result they tend to prefer going into melee. When below half health, their damage die upgrades by one step. Instinct: To crush his/her enemies

    • Get Mad
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  • Hired Sword Group, Organized, Intelligent, Cautious
    Sword (d8 damage) 6 HP 3 armor
    Close

    Instinct: To Follow orders

    • Let their epmloyer escape
    • Surround an enemy
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