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  • Monk Warden Group, Intelligent, Cautious
    Precise fist (b[2d8] damage 1 piercing) 10 HP 3 armor
    Close

    Monk wardens have completed their training. Meditation and excersise have granted them complete control voer their bodies, making the suprisingly tough. Instinct: To serve the ideals of the order

    • Stun with a blow
    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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  • Monk Apprentice Horde, Cautious
    Precise fist (b[2d6] damage 1 piercing) 3 HP 3 armor
    Close

    Monk aprrentices have only just started to learn the secrets of mastery over their bodies. Still ,already they have begun to hone their body into dangerous weapons. Instinct: To serve the ideals of the order

    • Stun with a blow
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  • Cleanser Footman Group, Organized, Intelligent
    Steampunk Flamethrower (d8 damage) 6 HP 3 armor
    Close, Ignores Armor

    The Foot-Soldier of the Cleansers. Covered head to toe in flam resistant leathers and a dark glass mask, a huge tank of swirling gas on his back. The Footman will take order to burn out the infection wherever he is told to go. He wont ask questions, and is willing to die for The Cleansers. Instinct: To burn all thought to be infected

    • Burning out the Infection with his flames
    • Teams of cleansers always travel together
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  • Gargoyle Solitary, Magical, Construct
    Strike out with its stony limbs (b[2d10+2] damage) 20 HP 4 armor
    Close
    Special Qualities: A Stone Brawlers Construct

    Instinct: Follows Orders to a Tee

    • Seek to obey its Master
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  • Golem Solitary, Large, Magical, Construct
    Its brutal limbs (d10+2 damage) 24 HP 4 armor
    Special Qualities: Stone Brawlers Golem

    Instinct: Its pathological need to follow orders

    • Follow Orders Closly
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  • Humunculos Solitary, Tiny, Magical, Construct
    Its sculpted limbs (d8-2 damage) 20 HP 4 armor
    Hand
    Special Qualities: Created by a Stone Brawler

    The Homunculus, a creature created by a Stone Brawlers skill. Instinct: Follow Instructions Closly

    • Serve its Master
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  • Mt. Rushmore Group, Huge, Divine, Magical, Devious, Intelligent, Cautious, Construct, Terrifying
    executive powers (d6+7 damage) 24 HP 6 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: granite batholith formation, dynamited, jackhammered, chiseled

    Mount Rushmore National Memorial is a sculpture carved into the granite face of Mount Rushmore, a granite batholith formation in the Black Hills in Keystone, South Dakota, United States. Sculpted by Danish-American Gutzon Borglum and his son, Lincoln Borglum, Mount Rushmore features 60-foot (18 m) sculptures of the heads of four United States presidents: George Washington (1732–1799), Thomas Jefferson (1743–1826), Theodore Roosevelt (1858–1919), and Abraham Lincoln (1809–1865). The entire memorial covers 1,278.45 acres (2.00 sq mi; 5.17 km2) and is 5,725 feet (1,745 m) above sea level. Instinct: to faithfully execute the Office of President of the United States, and to the best of its ability, preserve, protect and defend the Constitution of the United States

    • derive just powers from the consent of the governed
    • recommend to your consideration such measures as it shall judge necessary and expedient
    • veto
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  • Dyfon Solitary, Tiny, Stealthy, Magical, Devious, Hoarder
    small teeth (d6-2 damage) 16 HP 0 armor
    Hand
    Special Qualities: uncanny resemblance to a cave bat

    A dyfon is a small, magical, carnivorous mammals that, generally incapable of killing by itself, instead manipulates groups of humanoids into murdering one of their own, each corpse supplying the dyfon with food for months. A dyfon is only semi-intelligent, and tends to follow a predictable strategy. Leading up to an attack, a dyfon will continually interrupt their targets' rest and downtime with harrowing imitations of a babe screaming. Once the sleep-deprived targets have grown irritable, the dyfon leaves a piece of jewelry in their path. These trinkets carry a hard-to-detect curse peculiar to the dyfon: once worn by someone, they bind themselves to that person for life and the curse replaces itself with an obvious a magical enchantment, but one that would only be useful were the item worn by one of the wearer's companions. The dyfon then watches for signs of jealousy or conflict and uses its magic to sustain and strengthen those emotions. A dyfon, though stronger and flightless, closely resembles a cave bat, and often escapes adventurers' notice by hiding among colonies. Instinct: to instigate murder

    • sow discord
    • conceal curse
    • bestow dyfon's curse
    • sustain emotion
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  • Simmurgh the Time Wyrm Solitary, Huge, Magical, Devious, Intelligent, Planar
    Claws (d10+7 damage 2 piercing) 20 HP 2 armor
    Reach, Forceful, Far

    Instinct: To investigate new prey on its hunting grounds

    • Manipulate time
    • Time disruption bursts
    • Age you decades
    • Escape into the sub realm Kairos
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  • Tendril Hatchlings Horde, Tiny, Devious
    Tendril Spines (d4-2 damage) 3 HP 0 armor
    Hand
    Special Qualities: Sticky Spines

    Instinct: Devour Flesh

    • Ensare the Helpless
    • Damage or Remove Gear
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