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  • Dark Elf Necromancer Solitary, Magical, Intelligent, Hoarder
    Shadow bolt (d12 damage) 20 HP 2 armor
    Close, Ignores Armor, Far

    The dark elf necromancer was frozen in this dungeon a century ago, and now that it's thawed out, it seeks to rebuilt its undead army and return to the underworld victorious. Instinct: To convert the living into its undead servants.

    • Raise skeletal minions
    • Freeze a target solid for a short time
    • Curse with dark magic
    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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  • Maggot Spirit Solitary, Small, Magical, Devious, Planar, Amorphous
    Ethereal teeth (d6 damage) 19 HP 5 armor
    Close, Ignores Armor
    Special Qualities: Ethereal being.

    Have you lost someone in your life who was important to you? Why can't you remember what color their eyes were anymore? Why has their face become blurry over the months and years? Their smell- what was it? Tobacco? No, why can't you remember the precious details of those you loved? The maggot spirit is why. When the memories are no longer living and growing in your mind, the maggot spirit smells them. It nibbles slowly until the decaying memories are gone. But sometimes it's still hungry, and like its material cousin, sometimes it then bores into the living parts, and then there's pain and blood. Only the pain is mental anguish, the blood is leaking sanity. Only someone who can pierce the veil of the ethereal can help you then. Instinct: To nibble endlessly.

    • Eat away at memories of the dead.
    • When there's no decaying memories left, dig into living mind.
    • Latch onto the soul.
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  • Meathook the Wyvern Solitary, Large
    Tail sting (d10+2 damage 2 piercing) 20 HP 2 armor
    Special Qualities: Flight. Grafted meathooks. Poison sting.

    Meathook is a wyvern reared by a Naugrim Gorelock. It has been horrendously tortured and hooks and knives grafted into its scales. It has been trained to impale living humans onto its grafted weapons for capture. The Naugrim maintain its loyalty by allowing it a reprieve from continuous pain when it performs as desired. It can also carry a few dwarves into battle if needed. Instinct: To earn a reprieve from pain.

    • Impale the living on its hooks.
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  • Naugrim Gorelock Solitary, Large, Magical, Organized, Intelligent, Hoarder, Terrifying
    Lash of braided intestines (d10+2 damage) 16 HP 0 armor
    Forceful, Reach
    Special Qualities: Wears limbs as ornaments.

    Sometimes Naugrim who have served too long in the elite become too close to the bloody God that powers them. These crazed dwarves wear no armor so that they can feel the slick of enemy blood on their skin. They have a strange power over blood and raw flesh they touch, commanding it to obey their will. Instinct: To bathe in torn flesh.

    • Use fallen flesh to create warped magics.
    • Burst organs and boil blood.
    • Use an ally as a biological bomb.
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  • Naugrim Elite Group, Large, Divine, Organized, Intelligent, Hoarder, Terrifying
    Cruel, spiked hammers (b[2d8+6] damage) 18 HP 2 armor
    Forceful
    Special Qualities: Delights in death and gore.

    The Naugrim elite are the storm-troopers of the dwarven forces. Their arms are drenched in gore and faces covered with a horrible mask to a bloody God. The Naugrim grow to monstrous size when they perform their rituals and don their masks, awakening their giant-kin blood. They enjoy pulling people apart and bludgeoning them into a sickening paste. They go into battle fully armed and armored in enchanted mail that grows with them. They are among the most feared battle forces in all the lands. Instinct: To get bloody revenge.

    • Hulk out and crush foes.
    • Hurl an ally into their ranks.
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  • Struthiman Horde, Organized, Intelligent
    Polearm (d6 damage) 3 HP 2 armor
    Close, Reach
    Special Qualities: Fast, steady running.

    Native to arid plains, the struthimen have been herded out of their traditional territory to make room for human farmers. They are nomadic people with the head and legs of ostriches. Their long necks move from side to side when they are agitated or sleeping. Their bird feet have surprisingly powerful claws that they employ suddenly when an enemy gets inside the reach of their spears and glaives. Struthimen flock together and can run as a group for long distances. They despise other humanoids for treating them as lesser beings. Instinct: To reclaim territory.

    • Surprise with a powerful kick.
    • Flock into a tight group
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  • Minion Abomination Group, Small, Construct, Terrifying
    claws or bite (d6 damage) 6 HP 0 armor
    Hand
    Special Qualities: protect its master, made up of surgically connected body parts

    Crafted through surgery and sorcery, these misshapen entitles might hop about on a single foot, a pair of arms attached to a head, or slither on an unnaturally long torso. Instinct: to obey The Surgeon

    • trip someone up
    • drop from the ceiling
    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 Surgeon Solitary, Devious, Intelligent
    scalpel (b[2d8+2] damage 2 piercing) 12 HP 0 armor
    Close

    A depraved visionary who has learned to mix surgery and sorcery. Over his cloth mask, he wears a set of intricate goggles that allow him to mesmerize a "patient" into a state of numb compliance. Once the patient is so controlled, he begins the operation, manipulating the scalpel with fingers that each have one extra joint. Instinct: to break and rebuild

    • command his minion abominations
    • mesmerize into numb compliance
    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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  • Automata spider Group, Small, Stealthy, Devious, Organized, Construct, Amorphous
    Venomous fangs (b[2d4] damage 1 piercing) 9 HP 3 armor
    Close
    Special Qualities: Built to spy and kill the enemies of the Automata

    A metallic spider constructed by the Automata, intended to hunt down and murder their foes. It hangs onto the bottom of automata ships, and drops off or repeals to the passing ship of the target, where it will then monitor the target or kill them depending on its orders. The Spider while being of Automata construction is clean of any identifiers making it difficult for anyone not familiar with the spiders to trace it back to their creators. Instinct: To kill the enemies of its creators.

    • Crawl on the ceiling and attack from unexpected places.
    • Repel towards a target
    • Sleeping gas and stoneflesh poison
    • Call for help and stun opponents with air horn
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  • Basic Boss-Fight Minion Group, Intelligent, Cautious
    Shortsword (d6+1 damage) 6 HP 4 armor
    Close, Reach
    Special Qualities: Protected By Others, Protector

    "They're just....... followers. Now git off me or I'll........" A template for a stereotypical minion in a boss fight. Enjoy The Stats! Instinct: to serve the Boss Monster

    • Defend its superior
    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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