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  • Murlodir Pit Champion Solitary, Stealthy, Intelligent
    Massive fists (b[2d10+2] damage) 16 HP 1 armor
    Close, Forceful

    The Murlodir pits, Ale, sweat,blood and enough betting oppurtunities to make someone very rich or extremely poor attracts all sorts. There can be only one champion of the pits, an embodiment of raw power,skill,endurance or nastyness or maybe just all off it combined in a single angry looking dwarf. Instinct: To defend the title

    • Fight for sport
    • Fight dirty
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  • Murlodir pit fighter Solitary, Stealthy, Devious, Intelligent
    Fists (d8 damage) 16 HP 0 armor
    Close

    The Murlodir pits, Ale, sweat,blood and enough betting oppurtunities to make someone very rich or extremely poor attracts all sorts. What are fighting pits, without fighter? Those that seek to test their skill,fight for fame and glory or just for the hell of it. The ale and coin also helps ofcourse... Instinct: To fight

    • Fight for sport
    • Fight dirty
    • Often lost in a drunken rage
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  • Blight Lich Solitary, Magical, Stealthy, Intelligent, Hoarder, Terrifying, Amorphous
    Blight Spell (b[2d10] damage) 19 HP 5 armor
    Close, Ignores Armor, Far
    Special Qualities: Rotting Flesh

    Instinct: Destroy the world

    • Spread the Unholy Blight
    • Deceive with Illusion
    • Curse others with blight
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  • Imp Horde, Tiny, Stealthy, Magical, Devious, Organized, Intelligent, Planar
    Sting (d6 damage) 7 HP 2 armor
    Hand
    Special Qualities: Immune to fire & poison; Half-Damage from acid & cold; Flight

    Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds. Instinct: Tempt mortals

    • Stealthily influence a target
    • Disappear from sight
    • Weave a suggestion spell
    • Drain a foe's reflexes
    • Call upon an Imp swarm
    • Commune with stronger forces
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  • Astradaemon - True Solitary, Large, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Planar, Terrifying, Amorphous
    Claws & Teeth (b[2d10+6] damage 4 piercing) 29 HP 8 armor
    Forceful, Reach, Ignores Armor, Near
    Special Qualities: Regrows limbs/head; Recovers 1d6 HP whenever a creature dies nearby; Flying, Black, oily skin that smokes and oozes with hatred

    Believed to be creations of the Four Horsemen, astradaemons live out their existence in search of souls to harvest. These deadly creatures are ravening planar predators, openly hunting throughout the void for souls on which to feed. These voracious creatures are personifications of death resulting from negative energy or level drain. Their vile touch drains life fore from their enemies, and even perishing near them sates their thirst for life and souls. Instinct: to feed

    • Grapple with its prey
    • Narrowly avoid an attack
    • Weave ennervating magicks
    • Devour the soul of its prey
    • Summon a group of lesser demons
    • Drain its prey's life energy
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  • Chromatic Lizardman Solitary, Small
    Spear d10+2 damage 1 piercing) 12 HP 2 armor
    Close

    The colorful scales of the Lizardman are often useful as a form of camouflage, but the vibrant and unique patterns of the chromatic variety are coveted among Lizardmen. Unable to rely on camouflage, they become very skilled at close combat and strategy. Instinct: To show off

    • Command groups of lizardmen
    • Demonstrate combat prowess
    • Throw spear
    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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  • Steampunk Golem Solitary, Large, Hoarder, Construct
    Mechanical Fist (d10+4 damage) 16 HP 5 armor
    Forceful
    Special Qualities: entirely mechanical, but haphazard

    The Steampunk Goelem is a curious construct at heart. It wanders the depths of dungeons looking for pipes and cogs to repair its deteriorating body. It always has a new idea about how to upgrade itself and, as a result, its work is never done. Instinct: to upgrade

    • It is constantly looking for newer parts to repair itself.
    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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  • Elite Sinoculum Group, Organized, Terrifying.
    Various Weapons (d8 damage) 6 HP 2 armor
    Close
    Special Qualities: When the master is killed, it's controlled elite sinoculum die as well.

    Elite Sincolum are creatures who have been created from dead or living warriors and other skilled combatants. The creation of such a creature is performed using a dark spell to replace the brain with a necrotic magic. The process melts the brain and eyes, and acts as a necrotic neural network, letting the master do anything he wants with the rest of the body. Thus, this creature is as intelligent as it's master, and can be used in subterfuge, as long as nobody can see it's dead skin. These elite creatures in particular are quite similar to their weaker counterparts. These Sinoculum are generally created from the bodies of soldiers and knights who died in battle, and they use their former weapons and armour for their master. Instinct: To do it's master's bidding.

    • Can disguise it's voice and clothing, as long as it covers it's dead skin.
    • The master can sense the need to reinforce creatures.
    • Tries to capture strong enemy combatants to be transformed by the master.
    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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  • Sinoculum Horde, Organized, Terrifying
    Biting and Scratching (d6 damage) 3 HP 1 armor
    Close
    Special Qualities: When the master is killed, it's controlled sinoculum die as well.

    Sincolum are creatures who have been created from dead or living peasants and other unskilled people. The creation of such a creature is performed using a dark spell to replace the brain with a necrotic magic. The process melts the brain and eyes, and acts as a necrotic neural network, letting the master do anything he wants with the rest of the body. Thus, this creature is as intelligent as it's master, and can be used in subterfuge, as long as nobody can see it's dead skin. Instinct: To do it's master's bidding.

    • Can disguise it's voice and clothing, as long as it covers it's dead skin.
    • The master can sense the need to reinforce creatures.
    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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  • Titan Lord, Knights Solitary, Large, Magical, Planar, Terrifying
    Ancient Great Sword (b[2d12+2] damage) 24 HP 6 armor
    Forceful, Reach, Ignores Armor, Near
    Special Qualities: It's sheer size and Overwhelming armor and weapon, cause fear.

    Instinct: Attack anything that strays to close or enters its domain. They take no prisoners and will never yield. They urn to defend and defeat.

    • Overpower: After successfully landing a hit, roll 2d6+1 on a 10* you completely crush the target causing severe damage equal to your maximum possible roll.
    • Ancient Lords who guard long forgotten places.
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