• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Hermit Solitary, Magical, Intelligent, Hoarder
    Knobbly Staff (w[2d8] damage) 12 HP 0 armor
    Close, Reach

    A crotchety old hermit; maybe a hedge wizard, minor alchemist, or loner druid; maybe just crazy Instinct: to be left alone to gather 'wisdom'

    • Offer a dubious concoction
    • Perform a minor magical trick
    Tweet
  • Giant Scorpion Group, Large
    Claws (d8+2 damage 2 piercing) 14 HP 3 armor
    Reach

    A massive scorpion, larger than a horse! Instinct: to leave it's eggs in flesh

    • Sting with venom
    Tweet
  • Scorpion Horde, Tiny, Stealthy, Organized
    Stinger (d4-2 damage 2 piercing) 3 HP 2 armor
    Hand

    An ordinary scorpion, but dangerous in numbers Instinct: to be left alone

    • Sting with venom
    • Appear from cracks or crevices
    • Scurry to the nest
    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.
    Tweet
  • Glyptodyte Group, Small, Magical, Intelligent, Hoarder
    Whispers of Woe (spell) (d8 damage) 6 HP 1 armor
    Close, Ignores Armor, Near, Far

    A most curious people, glyptodytes. Kin to the goblins, some say; others call them gnomish folk. Similarly, some will say they’re named and known for always wearing jackets of some tough leather with elaborate grooved patterns; others swear they dwell in carven stone figures like idols to forgotten gods; yet other tales combine the two, describing them as traveling about in strangely-carved shells like some kind of mystical turtles. All agree, though, that they highly prize secrets of all sorts, gathering up knowledge from the obscure to the occult, from the enigmatic to the esoteric, from puzzles to prophecies. Though they treasure their trivia, they can be persuaded to trade secrets for secrets, or sell knowledge for a high price. But the secret-seeker should beware of attempting to deal falsely or forcefully, for the glyptodytes acquire arcana in their investigations, and they will let loose eldritch forces to fend off foes. Instinct: To collect secrets

    • Call upon forgotten sorceries
    • Cause calamity with incantations
    Tweet
  • Genie Solitary, Magical, Stealthy, Devious, Intelligent
    indirect attack spell (d10 damage) 16 HP 4 armor
    Close, Far

    A glowing green, vaguely humanoid creature, with a tail instead of legs, floating off the ground Instinct: to thwart your plans

    • Grant your wish, cruelly
    • make something appear
    • bring trouble to life
    • reveal a deep strategy
    Tweet
  • somthing Solitary, Magical, Stealthy, Devious, Intelligent, Terrifying
    mind shock 3d4 (d10 damage) 12 HP 4 armor
    Close, Ignores Armor, Far

    Old and manipulating. These creatures have a goal and they manipulate the races to reach it. Not that any one knows about them. Or who they are. Or what they wan...... what where we talking about again? subconsciously Instinct: to manipulate

    • make them forget: affter the monster can not be seen it is forgoten
    • make a deal: a deal is maid and the person can not rember it but subconsciously work to hold up there end
    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.
    Tweet
  • Stalker cat Solitary, Small
    claws (d10 damage 1 piercing) 12 HP 0 armor
    Close

    about the size of a bobcat, but its color and markings are strange Instinct: to stalk, to play, to kill, to eat

    • pounce without warning
    Tweet
  • Aurochsman Solitary, Intelligent, Hoarder
    Halberd (b[2d10+2] damage) 12 HP 1 armor
    Close, Forceful

    Head of an aurochs, body of a man Instinct: to protect its lair

    • Stalk its prey
    Tweet
  • Zombie Elk Solitary, Terrifying
    antlers (d10+2 damage) 16 HP 0 armor
    Close
    Special Qualities: half-rotten appearance

    "I have heard of zombies, sure, but zombie elk? That must be nonsense. Surely something as horrible cannot exists." The last words of Annuman the Priest of Zoltost before being impaled by an undead hart. And yes. He did raise from the dead. Instinct: to impale

    • raise those it kills as zombies
    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.
    Tweet
  • Abbeyton CIty Guard Group, Organized, Intelligent, Cautious
    Serrated Longsword (b[2d8+4] damage 1 piercing) 10 HP 6 armor
    Close, Forceful

    Abbeyton's city guards are a dangerous breed of knight. Carrying extremely sharp longswords and heavy plated shields, they are committed to the Lord's justice without question. Anyone who attempts to circumvent their orders will be met with the dungeons or death. They rarely speak unless it is to command a citizen or call on support from other city guards. They are the most feared warriors in South Vestuul and are not to be tested. Instinct: To follow Lord Azzameen's orders without question

    • Defend the Lord and city's interest without mercy
    • Abbeyton is swarming with guards, assistance is a shout away
    Tweet
Previous
Next