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  • Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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  • Gran Tom Solitary, Organized, Intelligent, Cautious
    Gran Hacha (b[2d10+2] damage) 16 HP 3 armor
    Close

    Instinct: Mantener el poder

    • Gobernar Fallas
    • Llamar a la guardia del pueblo
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  • Winter Court Lich Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying
    Claws (d12+2 damage 2 piercing) 16 HP 1 armor
    Close
    Special Qualities: Flight, Disturbing body

    Do you know why some faeries die? Well, you see, some covet the powers possessed by mortals. The more insane ones, at least. They go out and seek secrets as dark as themselves. Some give up out of boredom. Others find the art of Necromancy. The more foolish fae try some spells on themselves. Or maybe those are the smarter ones. Who knows? The point is, the fae do not work like mortals. Those who attempt to become liches become warped. Lose most of what little sanity they had left. They become the essence of evil and ugliness. They become more like their true selves. Instinct: to defile

    • Hunt down travelers
    • Cast an illusory spell
    • Cover the area in magic-disrupting mist
    • Whisper madness
    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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  • Runic automaton Group, Cautious, Construct
    Runic spear and shield (d8 damage) 10 HP 6 armor
    Close, Reach
    Special Qualities: Driven by rune magic

    Ancient guardian of graves and ruins of old. Instinct: to patrol

    • Guard ruins, protect ancient treasures
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  • Julanika (Deep Giants) Group, Large, Intelligent, Hoarder
    Giant Clubs (d10+2 damage) 10 HP 1 armor
    Forceful, Reach

    The Giants living deep in the worldcrust, call themselfes Julanika. Like all of the other things that live in the worldcrust, little is known about them, but that they usually appear in packs of 4-6. If they ever find traces of you, they will most likely hunt you down. Instinct: They take what they want, no matter what.

    • Roam the caverns of the worldcrust in the search of prey
    • Use a creature to set a trap
    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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  • Nimh Unlocked Solitary, Magical, Devious, Planar, Terrifying
    Scythe (b[2d8+4] damage 1 piercing) 16 HP 4 armor
    Close, Forceful, Near
    Special Qualities: Made from Blood

    After having his inner desire unlocked the Rector Nimh becomes nothing more then carnage incarnate. The Unlocking Drug forced his mana lobes into overdrive forcing his blood vessels burst within his body and leaking through his skin. This magically imbued humor bends to Nimh's will, forming a thick armour around himself and producing a cruel scythe which is as sharp as a blade of ice, yet not brittle. While Nimh is unable to utilise his Blink ability, his new body moves at an accelerated speed. Instinct: Savagery

    • Cruel Scythe
    • Speed
    • Pure arcane strength
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  • Rector Nimh Solitary, Magical, Devious, Intelligent
    Magical Rend (d8 damage) 15HP 0 armor
    Hand, Ignores Armor
    Special Qualities: Blink Behind Enemies

    Rector Nimh is known as a drifter within cultist circles. Travelling from cult to cult lending his services as a student of the Arcane and Supernatural. While he will act to complete his mission, Nimh takes great pleasure in killing those who stand in the way of his mission. Nimh prefers to catch his opponents off guard by blinking behind them and attacking with a short range magical attack which shatters armour. While he is dangerous in a one on one battle he often lapses into a regular pattern of attacking from behind. Instinct: Attack from behind

    • Uses Environment
    • Forceful Magical Attack
    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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  • Cultist Acolyte Horde, Magical, Organized, Intelligent
    Arcane Bolt (d6 damage) 3 HP 0 armor
    Close, Far

    Within every cult the acolyte is the recent convert who is eager to test his mettle and prove their worthiness to the cause. Armed with guile and a basic understanding of magic the Acolyte will furiously defend an objective. When confronted by a foe they will most likely raise the alarm and call for backup from other Acolytes. Being recent converts, not all acolytes have fully accepted the dogma yet and may be persuaded to work against the cult. Instinct: Defend the Cause

    • Flare - Raises the alarm
    • Can be Persuaded
    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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  • Coalroot Plant Group, Small
    Strike with the edge of razor sharp leaves (d8 damage 2 piercing) 6 HP 0 armor
    Close

    Coalroot plants grow to be around waist height on a human. They have thick, black stalks with thin, dark grey, leafless branches. They grow in small groups of 3-5 and (as a collective) can sense when pray is around. Their branches seem stiff however once they engage in attacking they become like whipping tentacles that have razor sharp edges. Instinct: to hunt pray

    • Whiplash
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  • Black Hearted Orb Solitary, Magical, Cautious, Planar, Amorphous
    Black Splinters (b[2d10+2] damage 3 piercing) 19 HP 2 armor
    Close, Forceful, Ignores Armor, Far

    Black Hearted Orbs absorb power from places of darkness, apocalypse and ruin. Visually, they are a ball of magic with a solid centre, that centre is the black heart of the create. Any other life forms they meet they treat as a threat and attacks but firing shards of its own heart, damaging its foes but also itself. Black Hearted Orbs live and die for dark power. Instinct:

    • Fire black shards from its heart
    • Shoots shards of it's own heart (-1 HP to itself every time it attacks)
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