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  • giant rat Horde, Small, Organized
    bite (d6 damage 1 piercing) 3 HP 0 armor
    Close

    Instinct: to hunt

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  • Firestone Guardian Group, Cautious, Construct
    Firestone sword (d8 damage) 10 HP 4 armor
    Close
    Special Qualities: made of firestone

    Firestone guardian od wizard's tower Instinct: to guard the tower

    • guard smthing or smn
    • set itself on 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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  • Foolkiller Solitary, Magical, Intelligent, Cautious, Hoarder
    A large spatula-like weapon. (d10 damage) 16 HP 4 armor
    Close, Reach, Near
    Special Qualities: Freezes all players except it's target.

    The Foolkiller looks like Humpty Dumpty: it's a human-sized egg with a clown-like face drawn on it. It laughs a disturbing cackle. It wears a costume of a an English schoolboy: shirt & tie, sharp trousers or shorts, oxford shoes, etc. It also carries a huge spatula in it's spindly arms. It lives in dungeons and castles only. It's a solitary creature that sits on a large wall, (no more than 3 feet high) built of stone or brick, between the entrance and opposite wall. The Foolkiller guards a treasure-trove - usually a chest full of goodies: jewels, coins, artifacts, magic items, etc. When delvers enter it's room, the Foolkiller will hop down from it's wall and say, in a thick British accent, "I suppose you've come to steal my treasure?" and immediately attacks with the spatula. All delvers but the lowest IQ (if there's a tie, lowest wisdom) will immediately freeze in paralysis and the fight will be one on one. If the delver defeats the Foolkiller, his IQ will raise enough to increase his modifier by +1. If he is defeated, the Foolkiller will be healed of all wounds and the next lowest IQ delver will be freed from paralysis and attacked. Any magic used against it (spells, weapons, armor) takes a -1 ongoing through the entire fight. When the Foolkiller dies, his body decomposes to a rotten egg and the room has a horrible stench forever. Instinct: To destroy the fool in the group.

    • Paralyzes all the but the character with the lowest INT.
    • All magic used against it takes a -1 ongoing while it's alive.
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  • Orc Hunters Group, Organized, Intelligent, Cautious
    Hand weapons (d8+2 damage) 10 HP 2 armor
    Close, Near

    Skilled hunters, these orcs are large, intelligent, and organized. They track and run down any who threaten their tribe, or show signs of being good (dangerous and skilled) prey. When almost dead, they try to go out with a bang. If unseen, they will attack at range with small bows first (-1 size die, no +2 bonus). Instinct: To fight, and win glory.

    • Tracks any outsiders
    • If outnumbered, it will sound a horn for help.
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  • Infested Badger Horde, Tiny, Organized, Terrifying
    Claws (d4-2 damage) 11 HP 0 armor
    Hand
    Special Qualities: His face is covered in mushrooms

    It's the victim of a failed experiment. The mind-controlling mushroom that was created found it's way into this forest and has infected everything. The Badger's faces are rotting and from the rot spring disgusting mushrooms Instinct: To obey the hivemind

    • Claw slash
    • Hivemind
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  • Shadow Solitary, Stealthy, Devious, Intelligent, Hoarder, Amorphous
    Icecold Claws (d8 damage) 15 HP 1 armor
    Close, Ignores Armor

    While technically not dangerous, Shadows sure are scary. They rarely kill people however, as the dead cannot fear and thus do not provide the "food" a Shadow needs. Even though they are material, and not as etherial as the seem, it is hard to harm a Shadow with normal weapons. Big weapons, or fire work better, as they have to shapeshift more in order to dodge the blow. Once they are ever so slightly harmed they usually try to flee, and even change towns so as to not be recognized too fast. Instinct: To scare to death

    • Hides in dark places to feast off of the fear of the people
    • Shapeshift - it can change up its form however it likes
    • It shapeshifts into other people to not be attacked
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  • The Tophat-Man Solitary, Stealthy, Intelligent, Hoarder, Classy
    His hat with razor edges (d12 damage) 12 HP 1 armor
    Close, Reach, Far
    Special Qualities: Well-dressed

    He's a monster from a fairytale, that the people in this town tell the children when they are naughty. He's an ancient being and no one knows where he comes from. He always wears a black suit, black trousers, a white shirt, a black bowtie and, of course; his tophat. Nobody has ever seen his face, or at least nobody that did survived. He lurks in the shadows and is known to murder everyone that attempts to look more handsome than him. Instinct: To be the classiest

    • Tophat throw
    • Duplication
    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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  • Rifleman of the East Group, Intelligent
    Musket (b[2d8] damage 1 piercing) 6 HP 0 armor
    Close

    The weapons of the Riflemen are new, to say the least. Some even call them "magic for the common people". Because these weapons are extremely pricey, and hard to create, only the best of the best qualify as Riflemen. So far, their only weakness in battle seems to be fire due to the highly explosive ammunition. It is, however, advised to torch them up from afar, as the resulting explosion is as deadly as the shooter himself. Instinct: to spread chaos

    • Retain calm attitude even if confronted with own death
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  • Eastern Caster Solitary, Magical, Devious, Intelligent
    Fists (d6 damage) 12 HP 0 armor
    Close

    Near nothing is known about the casters from the eastern kingdom. They are trained in desolate places, until they can channel their chi for direct use in combat, or everyday life. It is said that a dead caster can reanimate his body even from behind the black gates, to continue the fight for his passed mind. Instinct: to spread chaos

    • It meditates even in battle, to unleash powerful Chi magic
    • Chi Blast - the caster channels chi and manifests it in various ways, depending on mood and character. (Elemental damage, at least b(2d8), more if there is time for preparation)
    • While physically weak, a casters mind is just as dangerous as a sharp weapon.
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  • Entling Solitary, Huge, Construct, Amorphous
    Giant wood-fists (d12+5 damage) 31 HP 3 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: The Ents were created by the Dryads long ago, to help fend off mortals who wandered the woods back then.

    When the first Ent was formed from a great tree, its powerful blows and near indestructability provided a great challenge for the elves, that wandered the woods back then. Although a few were eventually brought down, these were seldom victories for large groups of skilled fighters. The Ents have since proven to be one of the fiercest kind of golem ever created, and to this day form the core of the Dryads fighting strength. Instinct: to protect its homeforest

    • Do as the Dryads wish
    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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