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  • Dark Elf Swordsman Group, Intelligent, Cautious
    (b[2d8+2] damage 1 piercing) 6 HP 2 armor
    Close

    Instinct:

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  • Dark Elf Blackguard Group, Intelligent, Cautious
    (b[2d8+4] damage) 10 HP 6 armor
    Close, Forceful

    Instinct:

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  • Dark Elf Light Cavalry Group, Large, Organized, Intelligent, Cautious
    Lance (b[2d8+4] damage) 10 HP 2 armor
    Forceful, Reach

    Instinct: To kill and steal

    • Charges
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  • Dark Elf Archer Horde, Organized, Intelligent
    Long Bow (b[2d6] damage 1 piercing) 3 HP 0 armor
    Close

    Instinct: To steal and kill

    • Kill from range
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  • Elementals Horde, Tiny, Amorphous
    Shocking touch (d8-2 damage) 10 HP 1 armor
    Hand, Ignores Armor

    These small elementals, commonly called ghost lights, are known to lure unsuspecting wanderers deep into the woods. Those poor souls follow the beautiful lights that the elementals emit, before finding themselves trapped in large groups of different elementals. Naturally, in the woods spirit and water elementals are most common, but light elementals and fire elementals make appearances as well. Other elements are possible if rare and often a sign for other (often magical) happenings in the area. The damage they cause upon touch corresponds to their element and ignores armor, as they simply pass through all but magical armor. Instinct: to search and steal energy

    • Touch living things
    • Gain energy from same element
    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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  • Aranea Solitary, Magical, Intelligent, Cautious
    Venomous Fangs (d10 damage) 12 HP 2 armor
    Close, Ignores Armor, Near
    Special Qualities: Can use Webs

    An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea's brain. All araneas have a single alternate form as well—this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms—this additional shape is locked into one unique appearance. Araneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service). Skilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom. Instinct: to entrap

    • Change Shape
    • Cage, Polymorph, Mirrror Image
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  • Narada's Claws Group, Large
    Serrated Claws (b[2d8+4] damage 2 piercing) 10 HP 2 armor
    Forceful, Near

    Narada, the Dragon of Creation, has two sets of claws, each as as long as a man. They are capable of rending steel with ease. Instinct: To Rend Flesh

    • Strike with Fury
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  • Narada's Head Solitary, Huge, Divine, Intelligent, Planar
    Flaming Breath (d12+9 damage) 20 HP 2 armor
    Reach, Forceful, Ignores Armor, Near

    Narada, the Dragon of Creation, is a massive Wyrm, so massive that it is represented as more than one creature. Instinct: Destroy those that oppose it

    • Spew the Fires of Creation
    • Open Rifts in Creation
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  • Grey Elf Ravenmage Solitary, Magical, Divine, Intelligent, Cautious, Hoarder
    Wave of Ravens (d12+2 damage 1 piercing) 22 HP 5 armor
    Close, Near, Far
    Special Qualities: Immune to cold.

    Servants of the Winter Queen, Ravenmages are fierce and inscrutable grey elf sorcerers who can summon flocks of white ravens from thin air, and weave spells of ice and vengeance. Instinct: To serve it's queen.

    • Call forth a flock of white ravens to attack it's enemies.
    • Weave spells of ice and fate.
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  • True Lycanthrope Solitary, Organized
    Claws and Fangs (b[2d10+4] damage 1 piercing) 16 HP 1 armor
    Close, Forceful

    The leader of the werewolves. Instinct: To serve the will of the Cairn

    • Infect enemies with lycanthropy
    • Summon a pack a dire wolves
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