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  • Pitto guerriero selvaggio Group, Organized
    arco o pugnali e lancia (1d8 damage 1 piercing) 7 HP 0 armor
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    E' il tipico selvaggio, il barbaro della savana, con perizoma e osso nei capelli. Può avere delle pelli o scudi di legno che gli danno 1 alla C.A.. Instinct: difendere territorio

    • uccidere i nemici
    • richiamare il clan
    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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  • Kinsmen Councilman Solitary, Stealthy, Intelligent, Hoarder
    Enchanted Knives (d10 damage 2 piercing) 12 HP 1 armor
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    Instinct: To kill the unkillable

    • Expert Assassin
    • Double Cross
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  • Elder Brain Solitary, Huge, Magical, Intelligent, Cautious, Terrifying
    Tentacle (d12+5 damage) 24 HP 5 armor
    Reach, Near, Far
    Special Qualities:

    Instinct: To seize power

    • Dominate the mind
    • Psionic Storm
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  • Demone delle ceneri Solitary, Large, Magical, Stealthy, Planar, Amorphous
    strangolare a mani nude (d10+4 damage) 27 HP 5 armor
    Forceful, Reach
    Special Qualities: non ha un vero corpo, ma può usare molte braccia

    Questo demone antico e selvaggio può essere richiamato dalle ceneri. Se il suo padrone riesce a domarlo, il demone può essere incaricato di un compito, come proteggere una stanza o annientare un nemico. Non ha un vero corpo, è più simile ad un insieme di luci azzurre e blu e di banchi di fumo, da cui sbucano braccia robuste (anche più di due) e attraverso cui si può distinguere una volto malvagio e famelico. Generalmente è richiamato da chi fa uso di magia selvaggi, e solo grandi stregoni possono tentare di domarlo. I danni causatigli da fuoco e argento dimezzano la sua protezione alla C.A. magica (se usati entrambi la annullano). Instinct: stritolare i nemici

    • braccia possenti
    • si materializza dalle ceneri in forma di luci e fumo
    • esegue le volontà del suo padrone
    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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  • Fungal Cannon Group, Devious
    Caustic Spores (d6 damage) 14 HP 1 armor
    Close, Reach, Far

    A form of fungi that attacks from afar. The strain infests the torso of the victim, turning their chest cavity into a foul brewery of poisonous and hallucinatory chemicals. Instinct: To spread the infestation

    • Lay down a barrage of caustic fluid.
    • Explode when sliced open.
    • Spray hallucinatory spores
    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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  • The Dryad Solitary, Large, Stealthy, Magical, Devious, Intelligent, Construct
    Vines (d8 damage 1 piercing) 16 HP 0 armor
    Reach, Near
    Special Qualities: Daemonbound

    The Ophidae house bound a succubus to the flora of Copperleaf Woods in a twisted experiment. Of course, even the most reckless summoner advises against summoning a cubus, for their ability to play on the desires and insecurities of humanity are renowned. The creature now resides as a plant-like monster deep in the woods, beguiling the weak willed and converting the dead into puppets with virulent fungi. Instinct: To expand its realm.

    • Control people with infectious fungi.
    • Prey on the desires of people.
    • Cast a beguiling illusion.
    • Call its thralls for aid.
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  • shank Solitary, Planar
    bite (d12+2 damage 1 piercing) 12 HP 3 armor
    Close, Forceful

    blue fish man with yelow eyes and seyber tooth like teath with raizour sharm scales every where whith a droopy dark black cloack with conjoinded fingers Instinct: death

    • stab someone from behind
    • shank
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  • Souls of the Storm Group, Devious
    etheral weapons (d6 damage) 10 HP 0 armor
    Close, Ignores Armor
    Special Qualities: etheral

    Souls taken by the Blizzard wander within it, hounting those, that lost themselves in the storm. They're attracted to the warmth of the living Instinct: to seek warmth

    • drain warmth
    • freeze smn to death
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  • Will o' wisp Horde, Small, Stealthy, Devious
    Foxfire (d4 damage 1 piercing) 7 HP 0 armor
    Close, Ignores Armor

    These children have been lost for so long, that they don’t even remember a road, or a home, may exist. Instinct: to play. Regardless of others wellbeing.

    • Show a dangerous, or wonderful place.
    • Separate someone from a group.
    • Suggest a dangerous game. Give a prize or boon to the winner, or force the losers to pay.
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  • Airling Horde, Tiny, Magical, Stealthy, Amorphous
    (d4-2 damage) 10 HP 7 armor
    Hand
    Special Qualities: Invisible

    You know those Air Elementals that can wreak havoc like it's their day job? Airlings are nothing like that. They are so tiny, a single one cannot even push a leaf. In fact, they are so hard to catch or even observe that there is little study on them at all. There are rumors of random events like a chair being misplaced, a knife suddenly dropping off a shelf or even someone being blown off a cliff, but never was a direct connection to an Airling established. Anyway, as they are so miniscule, even a slight breeze will quickly carry them away from you. Just don't get trapped with a population of them in a room, or you will be spinning about in a vortex quickly. Instinct: To blow stuff around

    • Be a ... 'gust'
    • Misplace an object
    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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