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  • Chillblade Yeti Solitary, Huge
    Stomp (b[2d10+7] damage 2 piercing) 24 HP 3 armor
    Reach, Forceful

    The Chillblade yeti is a furry hump of muscle. Its roar can be heard from miles away, and it has no trouble jumping through snow. It's white color makes it blend into the snow. If not approached carefully some may die. Instinct: It want's to eat.

    • Charge, hit 3 players for 1d8 damage.
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  • Bear Group, Large
    Swipe (d8+4 damage) 14 HP 1 armor
    Forceful, Reach

    A bear twice the size of a regular bear. It's pure white and is very aggressive. The claws are sharp and the strength is enough to tear human flesh to pieces. Instinct: It's trained to attack

    • Maul and claw
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  • Angry Chillwind Civilians Solitary
    A flurry of blows (d8x2 damage) 16 HP 0 armor
    Close, Reach, Far
    Special Qualities: 3x normal health. Every health lost kills a civilian. -1 dmg for every civilian lost.

    A angry group of civilians. Armed with swords and pikes. They seem to wearing a few pieces of armor. Instinct: To live in Chillwind village

    • Attack furiously while surrounding the opposition
    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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  • Chillblade Knight Group, Large, Organized, Intelligent
    Drive-by slash (b[2d8] damage 1 piercing) 10 HP 5 armor
    Near

    A knight clad is ice cold plate. It seems to be completely naked under the armor. A huge two-handed bladed is on its back. It's sitting on a heavy armored Bear, twice the size as normal. Instinct: Defend Chillblade keep

    • While charging on his stead, he passes by while slashing at the party.
    • Order a Chillbane ranger or footman to strike
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  • Frostblade ranger Group, Stealthy
    Longbow (d8 damage) 6 HP 1 armor
    Close, Far

    A ranger specialized in hiding in snow. It can take out targets from far away. It supports the Chillblade footman. A white fur coat protects them from the cold snow. They carry 6 arrows. Instinct: Kill the target before they get near

    • Sniping
    • They are always 10 ft away from were they appear to be.
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  • Chillblade foorman Group, Cautious
    Heavy longsword (b[2d8] damage) 6 HP 3 armor
    Close, Reach

    The Footman's of Chillblade are clad in chainmail. They wield a sword in combination with a shield. They seem to be moving in groups. A Blue glow emits from the eyesockets of the helm. Instinct: Protect the keep

    • Tough melee fighter
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  • Arch-mage Freezer Solitary, Magical
    Bonechill (w[2d10] damage) 12 HP 4 armor
    Close, Ignores Armor

    The Arch-mage has trained the Frost mages. His spells are large and deadly. When you approach him un top of the tower he is occupied by waking the beast that slumbers in snow. A small and icy survace is all you have to fight him, and a harsh storm is blowing at full strength. As you breath the hot puffs are slowly dissapearing. Your lungs freeze as the Arch-mage turns around. And with a gust of wind a Large Dragon appears behind him. Instinct: Keep the Mage Spire active

    • Call forth a terrible blizzard
    • His spells are large and powerfull. A floating cloud above his head seems to be empowering his magic.
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  • The beast that slumbers in snow Solitary, Huge, Magical, Divine, Construct
    Frostbreath (d12+7 damage) 30 HP 4 armor
    Reach, Forceful
    Special Qualities: It's resurrected by Arch-mage Freezer. The dragon was made to turn Summerparadise into a frozen deathtrap, defying the Sunking. It can only be slain by destroying the Crystal untop of the spire.

    A dead dragon risen by a Lord of Ice magic. It's scales are thicker then plate. An immense cold emits from it, and a devastating roar shatters everything that's frozen. Instinct: Silence

    • When awakened it will reign the sky freezing everything on land
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  • Frost imp Horde, Tiny, Organized
    Hurl frozen ice (b[2d4-2] damage) 3 HP 0 armor
    Hand

    The frozen imps roam free around the Mage Spire. They either engage in large groups, or flee to Frost mages. Instinct: Attack everything except the masters.

    • Firing shards of ice
    • Run to the Frost mages.
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  • Spellbreaker Group, Magical, Cautious
    Glaive slash (d8 damage) 6 HP 4 armor
    Close, Reach

    The spellbreaker are on the front line when entering combat with Frost mages. Nullifying magic, and using heavy defense to keep players at bay. Instinct: Defend Frost mages

    • Counter spell
    • Nullify any spell
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