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  • Blinding Choir Angel Group, Magical, Stealthy, Divine, Devious, Intelligent
    Fists (d4+2 damage 1 piercing) 8 HP 4 armor
    Close

    The angels of the Blinding Choir take the form of beautiful men and women, winged and completely devoid of color. Their faces are blank where mortal eyes would be, but this lack of sight does not hinder them. The Blinding Choir cannot be seen nor heard by those who rely on vision, but should you be blind or forgo sight, you can hear their ceaseless chanting. The very touch of an angel can steal your sight and open your mind to their song. The Blinding Choir has no purpose but to make a game of mortal attempts to peer into the future. Whenever a seer or prophetess tries to speak wisdom out of time, an angel may be there, twisting their words. The ancient Unseen created them to keep mortals ignorant of fate. Instinct: Thwart the hubris of mortals

    • Twist prophecy
    • Remain unseen
    • Inflict blindness
    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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  • Calenas, The Iron Queen Solitary, Intelligent, Cautious, Hoarder, Terrifying
    Armored Bladed Arm (b[2d10+2] damage 1 piercing) 16 HP 5 armor
    Close
    Special Qualities: The Iron Queen rides an armored dire wolf into battle

    The deadliest female in the tribe is chosen as the Iron Queen. The Iron Hand Tribe highly values females in their society as they are the givers of life which grow their numbers and their threat to society. To prove herself to be queen, the chosen female must tame a wild dire creature as her steed. Her armies will follow her until the end. Instinct: To strategize in battle

    • Command the Iron Hand Warriors
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  • Iron Hand Warrior Horde, Intelligent, Hoarder, Terrifying
    Armored Bladed Arm (b[2d6+2] damage 1 piercing) 3 HP 2 armor
    Close
    Special Qualities: Right arm has been removed and replaced with an armored iron blade

    The Iron Hand are a hill tribe with a strict right of passage. Upon reaching adolescence, males must cut off their own right arm at the elbow, cauterize the limb, and kill an armed enemy in combat. Once their enemy has been killed they must steal their blade and forge it into an armored replacement for their own severed hand. The Iron Hand armors the right side of their upper body into a cohesive armored shell with their bladed arm protruding. The Iron Hand live to conquer and follow the will of their chosen queen. Instinct: To pillage for weapons and armor

    • Thrust their bladed arm foward
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  • Warrior of Diamond Solitary, Intelligent, Construct, Amorphous
    Blade hands (b[2d10+4] damage 2 piercing) 23 HP 4 armor
    Close, Forceful, Near
    Special Qualities: Ultra sharp blade hands, Built to last, built to withstand

    Standing at near seven feet tall, this fearsome monstrosity has a vaguely humanoid appearance, aside from blades in place of its hands and being made of solid diamond. Its blades are so sharp as to cut through most any mundane defense, while its body is able to withstand even them most deadly blows. Lesser blades simply break upon its skin, while fire and magic amplify and empower it. Instinct: To kill the heretic

    • Cut through all in its path
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  • Warrior of Quartz Group, Intelligent, Construct, Amorphous
    Shaped Fists (d8+2 damage 1 piercing) 17 HP 3 armor
    Close, Forceful, Reach, Near
    Special Qualities: Shapechanging, Root out the non-believer

    Although five foot tall and rather thin at creation, this monstrosity can assume any form from as small as a songbird to as large as an elephant. It is incredibly adaptable, able to alter its shape to any situation at hand. It can even access the most secure of hideaways, making it the perfect assassin for hard to find heretics. Instinct: Destroy heresy

    • Transform its shape
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  • Warrior of Alexandrite Group, Intelligent, Construct, Amorphous
    Hexa-blades (d8+2 damage) 17 HP 2 armor
    Close, Forceful, Near
    Special Qualities: Regenerative body, Made of solid gemstone

    Standing six foot tall and made of solid alexandrite, these fearsome, six-armed warriors are designed by the Saint of the Forge to be unrelenting in battle. Their particular crystalline makeup allows them to regenerate lost limbs, allowing them to be completely tireless in the pursuit of enemies. Instinct: To destroy heresy

    • Regenerate lost limbs
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  • Half-Pint Pixie Group, Tiny, Magical, Hoarder
    Vibrant Ray (d8-2 damage) 6 HP 0 armor
    Hand, Far

    The Half-Pint Pixies dwells in the colourful, youthful, rich areas of flower forests and glorious plains. Any people they see as intruders they will gather a small band to attack at any threat. Armed with the tie-dye cloth on there back and the magic they have learnt of centuries, these small, magical beings can pack a punch to any foe. Instinct: To protect its land

    • Fires small, bright magical strikes at its enemies
    • Vibrant Ray: The user fires a sharp, magical, colourful ray at its opponent
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  • Clockwork Golem Solitary, Large, Construct
    Metal fists (d10+2 damage) 24 HP 5 armor
    Forceful
    Special Qualities: Requires daily winding

    As tall as a man and half again and broad-shouldered, the clockwork golem is made of iron, brass, and heavy wood. Armored plates protect the gears and cogs that keep the hulking mechanical figure in motion. It has no facial features save for a single lens of thick glass that twitches back and forth as it keeps watch. It makes no sound save for a steady, deep ticking. Clockwork golems require winding daily, but they are capable of performing this action themselves. Instinct: To destroy intruders

    • Protect the master's property at all costs
    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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  • Slaver Sorcerer Solitary, Magical, Devious, Organized, Intelligent
    Dark whip (d8 damage) 12 HP 0 armor
    Close, Reach, Ignores Armor

    Some magicians find irresistible the dangerous art of evocation. To get more and more power and influence evoke unspeakable creatures from other places or planes of existence. Subjugate beings of all sorts, creating a fearsome menagerie of unlikely creatures who serve under the blows of his dark whip. Instinct: Enslave dangerous summoned creatures

    • Summon something dangerous
    • Open a magical portal to other places
    • Make a magical exchange involving some creatures
    • Magically summon a horde of monstrous servants
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  • Green Flying Monkeys of Mistress Ming the Mysterious Horde, Magical, Intelligent, Terrifying
    Crush you with its might arms while tearing chunks of flesh with its fangs (d6+4 damage) 3 HP 1 armor
    Close, Forceful, Far
    Special Qualities: Swift hawk wings and unnatural strength, Luminescent Bright Green Fur and gangly white fangs that force its ugly mug into a perpetual grin

    Like a large ape, but bright green, vicious with hoots and cackles as they live out the every desire of their mistress of the flying fortress. A third eye upon their forehead that their mistress can see from when she needs. When these dudes coming flying in after you look out! Instinct: Follow the fickle desires of their mistress as destructively as possible

    • Oh my god it ripping their arms off!
    • What the hell! Its third eye shoots laser beams! Were doomed!
    • Carry one of them off to the flying fortress of their beautiful but tyrannical mistress
    • Hoot and cackle loudly enough you can't hear anything else
    • Beat their wings and chest savagely while roaring scaring the piss out of them
    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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