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  • Zilchling Group, Stealthy, Hoarder, Amorphous
    Spiked arms (d8 damage) 9 HP 1 armor
    Close, Reach

    The Zilchlings are inky black creatures, that crawl up from the depths of the foundations. They often have stashes with treasures from the foundations. Instinct: Pulls victims down into the foundation

    • Stalk the borders and openings to the foundation
    • Disguise: Defy danger +Wis, otherwise the Zilchling takes the shape of a friend or and innocent, and has a chance to sneak attack
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  • Primix Ancient Solitary, Huge
    Pounding (d12+3 damage) 24 HP 2 armor
    Reach, Ignores Armor

    The Primix ancients are colossal beings, that are serviced by numerous wispy spirits. Instinct: Hoard treasure

    • Travels the land slowly gathering treasure
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  • Primix Rowler Horde, Large, Terrifying
    bite and claw (d6+4 damage) 7 HP 0 armor
    Forceful
    Special Qualities: Looks incredibly vicious

    The Rowlers look like large colorful raptors, slightly colored with feathers. Instinct: Destroy

    • Serve the Primix high lords
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  • Primix Harbingers Group, Intelligent
    Fist and Claw (b[2d8] damage 1 piercing) 6 HP 1 armor
    Close

    The Primix harbingers are the most basic warriors from the first cycle. Instinct: Prepare the way for the Primix empire

    • Sabotages small settlements
    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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  • Saboteur Solitary, Stealthy, Intelligent
    Long knife (d10 damage) 12 HP 1 armor
    Close, Near

    The infrastructure of a city is a delicate thing with many moving parts. Some people will gladly throw a wrench into those parts, whether for ideology or pay. Instinct: to cripple

    • Destroy something critical.
    • Prevent a fair fight.
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  • Bravo Group, Intelligent, Cautious
    Fencing blades (d8 damage 1 piercing) 6 HP 2 armor
    Close

    They roam the nicer parts of the city freely, all flash and style and touchy tempers. When they're bored, or well-paid, they might wander down to the less-nice parts to pick a fight. Instinct: to swagger

    • Fight with panache.
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  • Strikebreaker Group, Intelligent, Cautious
    Studded cudgel (d8 damage) 6 HP 3 armor
    Close

    It's easy to stand on your principles when you have all your teeth. The bosses send these guys in to make you reconsider your stand. Instinct: to disrupt

    • Undermine the will to fight.
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  • Angry Mob Horde, Organized, Intelligent
    Improvised Weapons (d6 damage) 3 HP 0 armor
    Close

    One peasant with a rock is laughable. Ten peasants with rocks and sticks can be ignored. A hundred peasants can pull down a mounted knight. A thousand peasants can tear down a wall. Instinct: to rabble

    • Make a tense situation worse.
    • Rouse to action.
    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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  • Junko Endoshima Solitary, Stealthy, Devious, Intelligent
    Fists (b[2d6] damage) 12 HP 0 armor
    Close

    Instinct: Bring despair

    • Phycho
    • Kill your friends
    • Mastermind
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  • Shoyu Rebel Group, Stealthy, Intelligent
    Unarmed (b[2d6] damage 1 piercing) 6 HP 0 armor
    Close
    Special Qualities: Balancing tail

    The Shoyu are a young race of unknown origins, but most scholars believe them to be the creation of a sorcerer. Shoyu appear as attractive humans with animalistic traits, varying from catlike ears and a prehensile tail, to monkey like teeth, and many others. They are built for slavery, most Shoyu are perfectly happy serving their human overlords, though a rare few choose to rebel, and these "Unbound" are looked upon with distrust by peers Instinct: Freedom

    • Sabotage humans
    • Subtle
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