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  • Ulm Cr. Solitary, Large, Planar, Amorphous
    Tentacles (d10+4 damage) 27 HP 3 armor
    Forceful, Ignores Armor

    Instinct: -

    • -
    • Eld. Spawn.
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  • Gorgon Solitary, Large
    Horns (d10+4 damage 1 piercing) 20 HP 1 armor
    Forceful
    Special Qualities: Flight

    The Gorgon is a legendary creature, it takes the form of a bull with eagle like wings that allow it to fly and charge with deadly speed and precision. The Gorgon also has the unnatural ability to breath elemental breath attacks. Many believe that the first if these beasts was a wizard trying to create a chimera type monster others believe a Druid made a horrible mistake. Either way this is a vicious and deadly beast. Instinct: To hunt

    • Spew forth elements
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  • Fire Wolves Group, Small, Magical, Divine, Planar, Terrifying
    Fire (b[1d8+3] damage 3 piercing) 8 HP 4 armor
    Close
    Special Qualities: A Fire Wolf

    Fire Wolves know nothing but fear and death. They are pure fire. It is up to the players how they will defeat fire. A Fire Wolves with burn anything it touches. So be extra careful. These wolves serve Lord Ameris and him only. Instinct: To Serve Lord Ameris

    • Burns to the touch
    • Burns to the touch
    • It's a demon
    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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  • Lord Ameris Solitary, Large, Divine, Magical, Planar, Construct, Terrifying
    Black Sword (b[2d8+4] damage 1 piercing) 23 HP 2 armor
    Forceful

    Lord Ameris is an extremely powerful demon leader. He can often be seen with the Dark Knight. Don't step too soon of he will blast you with fire or lava. Has an army of Fire Wolves. The only way to defeat him is with Elendil. If you defeat him, you defeat the Fire Wolves. Instinct: To Destroy

    • Fire Balls
    • Anything with fire and lava
    • He knows of the Dark Knight
    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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  • Archers of Darkness Group
    Bows and Arrows (b[1d6] damage) 5 HP 2 armor
    Close

    The Archers of Darkness are vicious demons. They defend Elendil and Specter to the death. Be careful, for there are many of them. Instinct: To Kill

      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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    • Dala-Vega Group, Organized, Intelligent, Planar
      Arrows & Bow (b[1d6] damage 1 piercing) 8 HP 1 armor
      Close

      Dala-Vega is Captain of the Archers of Darkness. He loves hiding in shadows. Dark Blue armor from head to toe. Instinct: To Guard

      • Shadow Captain: When attacking Dala-Vega, subtract 1 from your roll
      • Whistle to summon 4 archers of darkness
      • He knows of the Dark Knight
      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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    • Specter Group, Stealthy, Terrifying
      Fiery Arrows (b[1d8] damage 1 piercing) 13 HP 1 armor
      Close, Near
      Special Qualities: Skeleton

      Specter is the guardian of Elendil the great gold sword. Along with Dala-Vega he commands the archers of darkness to guard the sword. But watch out, he knows how to shoot arrows, most of the time on fire. He loves to light things on fire. Black hooded cloak hiding a horror skeleton face underneath. But be careful, for he may vanish to a different spot in the room. To defeat him, you must use Elendil. Instinct: To Guard

      • Shoots Fiery Arrows
      • Vanish
      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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    • Grom Solitary, Intelligent
      Biting (b[2d8] damage) 12 HP 3 armor
      Close

      It´s a thief like creature Instinct: It annoys people

      • It steals money
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    • Merfolk Fighter Horde, Magical, Organized, Intelligent, Hoarder
      Spear strike (d6+2 damage 1 piercing) 3 HP 3 armor
      Close

      Merfolk can hold a grudge. Try to hunt down one of the princesses, attack a passing one on the beach, and you'll be their enemy until the day your last child dies. It's nothing personal, really, but their intense loyalty to the crown certainly makes it unsurprising. Instinct: to hunt down enemies

      • stab and throw
      • conjure water
      • call more merfolk
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    • Xeno the Tear Solitary, Magical, Stealthy, Intelligent
      Rune-tipped claws (w[2d10] damage 1 piercing) 5 HP 8 armor
      Close
      Special Qualities: Rune barrier

      Xeno is a crowned ifrit with a long history as an assassin and mercenary. His ability to open portals through water or mist means nothing can keep him from his victims. However, his work 18 years ago hunting down seers has left him with a distaste for blood. He doesn't have much empathy, but he will always search for solutions that let him keep his weapons at rest. His nickname derives from the tiny scar he carves into his victims (dead or alive). Instinct: to do the impossible without leaving a trace

      • Offer a nonviolent solution... for a price
      • Reach through mist to stab or steal
      • Teleport through water
      • Recharge his rune barrier from a nearby source of light
      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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