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  • Dammath Solitary, Large, Devious, Intelligent, Terrifying
    Bite & Claws (d10+4 damage 2 piercing) 20 HP 1 armor
    Forceful, Reach
    Special Qualities: Recovers health while in the sun; Mental communication with Ralphidian, Piercing yellow eyes

    Ralphidian's loyal steed, this creature is from a race of lizard-beasts long since lost to history. Though it cannot speak, it seems intelligent enough to know Ralphidian's desires even without a verbal command. Instinct: to serve its master

    • Move with surprising speed
    • Spit acidic saliva
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  • Ralphidian the Jackal Solitary, Stealthy, Divine, Magical, Devious, Organized, Intelligent, Cautious, Hoarder
    Curse-Touched Khopesh (b[2d8+4] damage 2 piercing) 14 HP 3 armor
    Close
    Special Qualities: Immune to extreme weather

    Ralphidian the Jackal is one of many bandit warlords residing in The Scar, having earned himself a large following after his ruthless campaign of "ethnic cleansing" in Bruhmeen. While his exact location has been a mystery for some time, there are rumors among those in the know that Ralphidian has recently founded a new religion and appointed himself as a "high-priest." He claims that he now fears no man, beast or god, and welcomes challenges from anyone who doubts his newfound power. The result has been a trail of mangled corpses, with Ralphidian standing triumphant. Instinct: to take as much as he can for himself

    • Attack the unwary
    • Throw sand in an enemy's eyes
    • Unleash his God's Wrath
    • Unleash the danger of an agonizing, rotting, suffocating or withering attack
    • Call upon the magical beasts of his God
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  • Undeath-Thing Solitary, Large, Construct
    claws, teeth (d10+4 damage 2 piercing) 24 HP 3 armor
    Forceful
    Special Qualities: made of bone and rotten flesh

    The Undeath-Thing is what keeps the Orks of Molok-Ban from exploring deeper into the Fortress of Dawn. It was able to wipe out any number of Orks sent that way in the past, so noone attempt to go that way anymore. Instinct: to kill anyone it finds

    • Stomp on someone until he's a pulp of blood and meat.
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  • The Black Hand Solitary, Magical, Stealthy, Devious, Intelligent, Planar, Terrifying
    Black Dagger (b[2d8+2] damage 4 piercing) 20 HP 6 armor
    Close, Reach, Near, Far
    Special Qualities: Re-grows limbs; Perfect night-vision; Moves through shadows, Menacing aura

    There are many assassins. There is only one Black Hand. No one knows the Black Hand's true name or where he came from, but the legends and rumors surrounding him stretch back more than fifty years. Some claim him a demon, sent from the Abyss to torment and destroy. Others suspect he was trained in some sort of secret assassins' guild, whose influence spans the whole continent. In any case, his employment history includes powerful players in each of the Three Kingdoms, sometimes performing a job for one employer just to counteract his previous assignment's work. While he has never been known to switch sides while undertaking an assignment, once he receives his payment, his loyalty is only to the next bidder. His methods of assassination are as varied as the people he's allegedly killed, but his moniker comes from the most gruesome of his techniques. His hands, whether enchanted by a wizard or cursed by some unholy god, can melt a man's flesh until it sizzles and sloughs off the bone like piping hot porridge. While he prefers to kill quietly (that is, without his prey screaming in agony), his employers often request this method as a means of painful retribution. Not that it matters in the end--so long as he's paid. And once the job is done, he always gets paid. One way or another. Instinct: to kill for coin

    • Strike from the shadows
    • Throw his voice
    • Conjure shadowy limbs
    • Melt a target's face
    • Crush a target's heart from afar
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  • Temple Golem Solitary, Huge, Magical, Divine, Cautious, Armored, Construct, Huge
    Ax Sword strike. Able to cut of the head of a horse with one swipe. (d10+7 damage 3 piercing) 30 HP 7 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: This golem is a melding of the blood of sacrificed volunteer with stones from temples that contain precious stones and metals. They are made to be 8 feet tall, and with tremendous strength in order to deal with trespassers of any size. It may resemble the deity of the worshiping temple.

    Temple Golems are the result of a volunteer Believer who sacrifices himself to guard the temple from tomb robbers and anyone that comes to desecrate the temple. Many times the Golem will be made with stones from the temple which may include precious stones and metals. They will look and resemble a deity or deities worshiped there. They are the image embodiment of the deity. any times they will hold a weapon or artifact associated with the worship. Many thieves will run at first sight of them because of the close resemblance to the deity, they will think its the deity and will run in fear of its wrath. Some temples long abandoned will have these guardians awaken by tomb raiders and thieves. The golems are relentless and will not return to their place until the artifact is return to its place of worship. Some people have seen Golems wonder around looking for the trespasser and will kill anyone with the artifact in their possession. Instinct: It guards temples from trespassers or tomb thieves from taking relics or worship items.

    • Ax sword swipe.
    • Stomp to knock people of their feet.
    • Shield push on walls.
    • Smash with hands.
    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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  • Air Elemental Group, Magical, Stealthy, Organized, Planar, Amorphous
    Gale (d6 damage) 10 HP 1 armor
    Close, Near
    Special Qualities: Fly

    This elemental forms a whirlwind that tears and throws objects everywhere storming around in destructive anger. Instinct: to destroy

    • Creates whirlwinds
    • Fly from place to place
    • Call elemental
    • Use your stuff against you
    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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  • Blind Cave Snake Group, Devious
    Bite (d6 damage 1 piercing) 6 HP 1 armor
    Close
    Special Qualities: Sense Vibrations

    A large, blind, albino snake that lives in caves. It can sense the vibrations caused by movement and usually lies in wait for prey to move by. Then it strikes faster than the eye can see and coils around its prey, crushing it to death before swallowing it whole. Instinct: to hunt

    • Quick Strike
    • Constrict prey it's bitten
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  • Ahriman Solitary, Large, Devious, Intelligent
    Eye beams (d10 damage) 16 HP 1 armor
    Ignores Armor, Near, Far
    Special Qualities: flight

    Instinct: to spread darkness

    • Stay just out of reach
    • Curse with a gaze
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  • General Falcone Solitary, Magical, Organized, Intelligent
    Magitech Greatsword (b[2d10+4] damage) 16 HP 6 armor
    Close, Forceful, Reach, Ignores Armor, Near

    Instinct: to break the enemy

    • Crush foes with might and magic
    • cast dangerous spells
    • call reinforcements
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  • Coeurl Group, Large, Magical, Intelligent
    claws (b[2d8+2] damage 1 piercing) 10 HP 1 armor
    Near

    Instinct: to catch skilled prey

    • Move with speed and grace
    • paralyze with electricity
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