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  • Green Flame Sorcerer Group, Stealthy, Magical, Organized, Intelligent, Cautious, Hoarder
    Unearthly flames (d8 damage) 6 HP 1 armor
    Close, Reach, Ignores Armor, Far

    A practitioner of the green flame, able to do more than just shape the unearthly fire, but can reach through the phantom world to manipulate minds and use telepathy. Instinct: to defend the cabal

    • Command ghostly flames to obey.
    • Manipulate someone through the phantom plane
    • Shape the green flame into a weapon of defense
    • Touch another's mind through the phantom plane
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  • Green Flame Adept Group, Magical, Intelligent, Cautious, Hoarder
    Unearthly fireball (d8 damage) 6 HP 1 armor
    Close, Ignores Armor, Far

    Learners in the path of the green flame, which represents the fires of an unearthly, phantom like world. By shaping energy from this world, the adept has learned to create weapons from the fire and can even surround himself in a shroud of ghostly flames. Instinct: To protect the cabal

    • Barrage with unearthly fire
    • Bring the green flames to life
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  • Shadow Jackal Group, Small, Intelligent
    Vicious bite (b[2d8] damage) 6 HP 0 armor
    Close

    Roaming the river deltas at night, these canines hunt only at night, targeting sleeping animals and unfortunate travelers. They watch from a distance before striking in ambush, quickly overwhelming their prey and retreating if unsuccessful. Instinct: To hunt in the dark

    • Jump from shadow to shadow
    • Distract foes with numbers
    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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  • Gremag Solitary, Stealthy, Intelligent
    Dagger of Venom (3d4 damage 1 piercing) 10 HP 2 armor
    Close, Near

    Tall and thin, sharp featured but with protruding eyes, Gremag seems to occupy himself dithering and fussing over customers at the trading post and with his partner Rannos alike. Secretly, he remains an assassin for those whom he serves. Instinct: To eliminate threats to the operation

    • Attack a vulnerable target
    • Vanish with Dust of Disapperance
    • Inject the Dagger of Venom
    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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  • Rannos Davl Solitary, Stealthy, Organized, Intelligent, Cautious
    shortsword, dagger (b[2d10+4] damage 2 piercing) 12 HP 1 armor
    Close
    Special Qualities: Amulet of Proof against Detection

    Rannos operates the trading post outfitting adventurers with equipment needed for their ventures, but secretly spies on their intentions, whereabouts, and accomplishments to those whom he serves. Despite his slow, fat, clumsy, and placid demeanor, he can move with shocking speed when needed and is quite skilled with the blade he hides under the counter. Instinct: To undermine the village

    • Act with speed that belies his size
    • Reveal the traitor among you
    • Request assassins from the Temple
    • Deceive the townsfolk
    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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  • Temple Guardian Solitary, Large, Magical, Cautious, Construct
    Sickle Blades (d12+2 damage) 16 HP 2 armor
    Special Qualities: Made of Sand, Bound to the Temple

    This Construct is empowered by a jeweled torc (necklace) that draws on nearby sand to create the guardian. It's body is humanoid, but it's head is that of the Wind God's servants, a crested Lizard. It holds perfectly still to imitate a statue, but will attack on sight, often starting by shifting with the sands behind the enemy before lashing out with its sickles. When in danger it will hurl back enemies with a gust of wind. Instinct: Defend the Temple

    • Attack foes with the power of the wind
    • Shift with the Sands
    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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  • Ninki Solitary, Magical, Intelligent, Hoarder
    Dragon Jaw Sword (b[2d12+4] damage 4 piercing) 16 HP 6 armor
    Close, Forceful, Reach, Near

    Instinct:

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  • Volodomyr One-Nostril Solitary, Stealthy, Divine, Intelligent, Hoarder
    Massive Battle-Axe (d10+2 damage) 14 HP 3 armor
    Close, Forceful, Reach, Near

    Volodomyr is the leader of the Koschei. Incredibly strong and dangerous. Instinct: To rule over the wreckage

    • Overpower and overwhelm
    • Always has a plan for escape
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  • Mosasaurus Solitary, Huge
    Teeth (b[2d12+3] damage 2 piercing) 20 HP 0 armor
    Reach

    The ‘Meuse River Lizard’ was discovered by Johan Leonard Hoffman and formally given a full scientific name by William Mantell in 1829. Mosasaurus lived during the late Cretaceous period from 70-66 million years ago. The animal was 60 feet long, and weighed 5 tons. Mosasaurus belonged to the genus Mosasauridae, and its bones have been recovered from Western Europe and North America. Mosasaurus preyed on fish, birds and other marine reptiles. The Mosasaur also possessed a second set of teeth in its upper palate to prevent its prey from escaping. The Jurassic World theme Park on Isla Nublar housed an adult Mosasaurus. This animal was exhibited in a large lagoon in the center of Jurassic World’s boardwalk. The animal was central to an attraction known as the Mosasaurus Feeding show. The Mosasaurus was fed every two hours, before a semi-circular stadium overlooking the lagoon. The Mosasaurus is given a threat level of ‘high’ on the in-universe Jurassic World website. In addition, the Mosasaurus is also described as being 15 tons, heavier then any previously described species of Mosasaur known. The Mosasaur is also large enough to eat a Great White shark in one bite, as well as drench an entire stadium due to the wave caused by its great mass. Instinct: Devour

    • Bite
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  • Village Marksman Solitary, Intelligent
    crossbow, throwing dagger (d6+2 damage 1 piercing) 3 HP 0 armor
    Thrown, Near, Far
    Special Qualities: Ranged Weapon Expert

    By day this trademan plies his trade toiling away sewing, weaving, working with wood or leather. By night, he practices relentlessly until he doesn't miss. Instinct: target the perfect shot

    • plies his trade
    • speed loader
    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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