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  • Light Infantry Horde, Organized, Intelligent
    Sword (1d6 damage) 6 HP 2 armor
    Close

    This is light infantry. It has leather armors, a sword, and a wooden shield. It is part of an army/regiment/squad. Instinct: To destroy the enemy

    • Part of an army
    • Reinforcements
    • Formations
    • Discipline
    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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  • Heavy Infantry Horde, Organized, Intelligent
    Sword, Spear (1d8 damage) 10 HP 4 armor
    Close, Hand

    This is a plated soldier equipped with shield and sword and spear. It is a part of a larger army. It moves with its regiment,platoon,squad in formation to destroy its enemies. It is well equipped and can be found in numbers ranging from the dozen or so to the thousands. Instinct: To destroy it's enemies

    • Part of an army
    • Reinforcements
    • Formations
    • Discipline
    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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  • Iron Skeletons of Grum-Haal Group, Construct
    Spear (d6 damage) 9 HP 3 armor
    Close, Reach
    Special Qualities: Wrapped In Bands of Iron

    When the necromancer Grum-Haal wanted defenders, he thought on the economy of scale. Each of the skeletons that he raised from the dust was wrapped in bands of protective iron by a mad smith in his service. They take quite a lot of damage before falling to pieces. Instinct: To serve the Master

    • Block off an escape route
    • Attack as a unit, spears jutting
    • Shake off damage and stand up
    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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  • Miner Group, Organized, Intelligent
    Mining pick (d8 damage 1 piercing) 10 HP 0 armor
    Close

    They have one of the worst jobs in the realm, but it's made them hard like steel. Instinct: to survive

    • Endure harsh conditions
    • Find their way through a maze of tunnels
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  • Baron Rath Solitary, Stealthy, Intelligent, Cautious
    morningstar (b[2d10+2] damage) 12 HP 4 armor
    Close

    One of the Warlord's most loyal lieutenants, Rath often commands his forces in campaigns to increase his personal holdings. Instinct: to conquer

    • Seize territory by force
    • Challenge someone to single combat
    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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  • Kobald Horde, Small, Stealthy, Organized, Intelligent, Cautious, Hoarder
    mining picks and slings (d6 damage 1 piercing) 3 HP 2 armor
    Close, Far

    They live underground in complex communities and twisting mazes of tunnels and chambers. They're always expanding their tunnels, and often the telltale knocking sound of their picks is the first sign you get of their presence. The trouble comes when miners break through into their territory. Then their viscousness and cunning become apparent. Instinct: to drive away intruders

    • Set an ambush
    • Lay tricky traps like pits, falling pitons, and trip wires
    • Flank with reinforcements
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  • Armapede Solitary, Large, Devious, Construct, Terrifying, Amorphous
    Pull & Tug (d6 damage) 27 HP 1 armor
    Special Qualities: To collect and break, Many many many arms

    The Armapede was made as a twisted joke by one of the necromancers of the Blighted Lands. It is an undead made up arms upon arms upon arms. Nothing else, yet the hands grasp anything and everything in it's reach out of some perverse reason. There is no explainable behavior, just random movements and claiming anything and everything possible. Instinct: To cling

    • Continuous grasp
    • Unending grapple
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  • Faithful War Golem Group, Divine, Magical, Intelligent, Cautious, Construct, Amorphous
    Blessed Mace (w[2d8+2] damage) 19 HP 4 armor
    Close, Ignores Armor
    Special Qualities: Loathes undead

    Because war golems are allowed to have free will, they gained the ability to believe in divinity. Some followed this path and converted into something as close to a cleric as a war golem could become. Most faiths condone any form of necromancy, as a result, Faithful War Golems do not abhor violence against undead. Some even talk of creating a crusade to vanquish the Necroking once and for all. Instinct: To Purify

    • Perform miracle of war
    • Spell list includes repair & purify
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  • Titan War Golem Solitary, Huge, Intelligent, Construct, Amorphous
    Titan hand swipe (d10+7 damage) 31 HP 4 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Demolition Knowledge, Siege master

    When the Ageless war temporarily pushed into the Blighted Lands for a couple of decades, the necromancers started creating a lot of undead defensive structures. Structures that impeded the war golem armies. The solution? Gigantic version of the war golems, designed to be masters at sieges and structural destruction. The titan war golems are excellent at this, but some of them actually want to build something rather than just tearing down everything around them. Instinct: To siege

    • Destroy Structure
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  • Great Eagle War Golem Group, Large, Intelligent, Construct, Amorphous
    Metal Beak (d8+2 damage 2 piercing) 17 HP 3 armor
    Forceful
    Special Qualities: Wings, Very fast flying speed, Untirable,

    The Great Eagle War Golems were created in response to the flying undead created by the necromancers of the Blighted Lands. While the flying undead are many & varied, the great eagle war golems were designed to be the best flying hunters, and they are. Instinct: To Hunt

    • Pin or catch
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