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  • Admiral Edward Smith Solitary, Intelligent
    Greatsword (b[2d8] damage 1 piercing) 16 HP 3 armor
    Close, Near

    Instinct: To do as told

    • Strike with greatsword
    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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  • Gubland Royal Marksman Group, Intelligent
    Musket (b[2d6] damage) 6 HP 1 armor
    Close, Far

    Instinct: To defend

    • Fire musket
    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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  • Gubland Royal Guard Horde, Organized, Intelligent
    Cutlass (d10 damage) 12 HP 2 armor
    Close, Near

    Instinct: To protect

    • Strike with cutlass
    • Yells loudly to alert other guards
    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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  • Gubland Privateer Group, Organized, Intelligent
    Longsword (d8 damage) 10 HP 2 armor
    Close, Near

    Due to the large amount of raiders and pirates in the area, the Gubland Privateers had to take up arms on many of Gubland's trading boats. You'll generally only find them on boats carrying larger amounts of supplies. Instinct: To guard

    • Strike with longsword
    • Yells to signal the other ships
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  • The Dreamer Solitary, Huge, Magical, Stealthy, Intelligent, Hoarder, Planar
    Psychic attack (d12+3 damage) 24 HP 4 armor
    Reach, Ignores Armor, Far

    The Dreamer is an echo of The Mist Daughter's soul, created by her magic and sustained by the power of her death sacrifice. It has great prophetic powers and knows that someday the Mist Daughter will be resurrected and its life will end. It desires above all other things to postpone that day for as long as possible. Instinct: To preserve its existence at the expense of all else

    • Bargain with power and knowledge
    • Conjure surprise attackers
    • Create illusions from fears and desires
    • Reveal troubling knowledge
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  • Mist Worm Group, Magical, Construct, Terrifying, Amorphous
    Devouring Maw (b[2d8+2] damage 1 piercing) 13 HP 5 armor
    Close
    Special Qualities: Intangible, Maw of eyes of and fangs

    Mist worms are conjured from the dying dreams of the Mist Daughter and circle above the pit that holds her grave. They are not technically guardians, merely a side-effect of her death and entombment, but they never venture far from the burial site and will attack any living thing that approaches them. Instinct: Drift aimlessly until it encounters prey

    • Disappear into the surrounding fog
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  • Gubland Guard Group, Organized, Intelligent
    Rapier (d10+2 damage 1 piercing) 10 HP 2 armor
    Close, Near

    The Gubland Guards aren't nearly as well-armed nor well-defended as the guards in the other Great Nations, but they're loyal to a fault and much smarter than their counterparts. Due to their comparative weakness, they tend to travel in groups of four or five. Instinct: To guard

    • Stab with rapier
    • Sound a whistle for back-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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  • Giant Squid Solitary, Huge, Terrifying
    Tentacles (d8+2 damage) 20 HP 0 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: Horrifying because of how big it is

    Instinct: To destroy

    • Slam with tentacles
    • Spray ink
    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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  • Shadow Beast Solitary, Large, Intelligent
    Tusks (b[2d10+4] damage 3 piercing) 20 HP 3 armor
    Forceful

    Rarely seen, it hunts in the darkest of night in Nul'Drenor. It waits until it finds something alone, or sick or injured and lashes out quickly. Make no mistake, it doesn't hunt this way due to fear or cowardliness. It's a true alpha predator. It hunts this way because it likes the way meat tastes when it dies afraid. Instinct: Terrorize

    • Stalk in the darkness
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  • Bolt Spider Horde
    Shocking Bite (d6 damage 1 piercing) 3 HP 4 armor
    Close, Reach, Ignores Armor

    Traveling along the lightening webs made from the valley of knives, the Bolt Spiders will lay in wait until prey is incapacitated by a shocking bolt of lightening. Then it rides down on an arc of electricity and bites with its electrified mandibles. Instinct: Hunt

    • Ride the lightening
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