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Monsters by ArachCobra

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  • Water Elemental Group, Large, Intelligent, Planar, Amorphous
    Tsunami Smash (d8+2 damage) 17 HP 1 armor
    Forceful
    Special Qualities: Superb fighter in water

    Water elementals a capricious creatures made of pure water. They are prone to moodswings and wanderlust, though also lazyness. Instinct: To shape water

    • Quench flames
    • Create whirlpool
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  • Choker Group, Small, Intelligent
    Stretchy Limbs (d6 damage) 6 HP 1 armor
    Close, Reach
    Special Qualities: Elastic, Expert Grappler, Speedy

    Chokers are elastic hunters of the depths. Much like apes, they are capable of tool usage, but have not reached the same stage of sapience as humans, dwarves, halflings and so on. Despite this, they are fascinated by creatures similar to themselves and often lair in cities. If well fed, they can be tamed to a degree. Instinct: To eat

    • Move through tight spaces
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  • Barbarian Berserker Solitary, Tiny, Intelligent
    Melee Weapon (b[2d10] damage 3 piercing) 16 HP 2 armor
    Hand, Forceful

    At the pinnacle of their rage, the barbarian's vicious blows allow them to tear armour apart with every blow, shredding their enemies guts and limbs. When below half health, their damage die is upgraded by one step. Instinct: To crush his/her enemies

    • Get mad
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  • Barbarian Rager Group, Intelligent
    Melee Weapon (b[2d8+4] damage 1 piercing) 10 HP 2 armor
    Close, Forceful

    Barbarian who learn to focus their rage becomes even more dangerous, allowing their vicious blows to tear through armour. When below half health, their damage die is upgraded by one step. Instinct: To crush his/her enemies

    • Get mad
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  • Barbarian Brute Horde, Intelligent
    Melee Weapon (b[2d6+4] damage) 7 HP 2 armor
    Close, Forceful

    Barbarian brutes have learned to tap into the primal power of rage, allowing them to enter a destructive fury when wounded. Thsi fighting style does not lend itself well to ranged weaponry, however, and as a result they tend to prefer going into melee. When below half health, their damage die upgrades by one step. Instinct: To crush his/her enemies

    • Get Mad
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  • Crimson Eliminator Solitary, Intelligent, Cautious
    Sabre and gun (b[2d10+2] damage 3 piercing) 12 HP 4 armor
    Close, Near

    Crimson eliminators are the elite among the elite. Driven and posessing great skill at killing, they lead their fellows on operations, coordinating squads of crimson assains for the purpose of erasing the lives of their chosen target. Like the lesser assasin, elimantor's complex attacks forces the victim to defy danger with INt and WIS. Instinct: To eliminatet the target

    • Strike from the shadows
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  • Crimson Assasin Group, Intelligent
    Sabre and gun (b[2d8+2] damage 3 piercing) 6 HP 3 armor
    Close, Near

    Crimson assasins are the best of the best when it comes to hired killers. Dedicated to the job to an almost fanatic degree and brutally pragmatic, the crimson assasins will not let anything stand in between them and the fulfilling of their job. Their complicated attack patterns can only be avoided through calculation or predictive powers, forcing targets to defy danger through INT and WIS. Instinct: To eliminate the target

    • Strike from the shadows
    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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  • Bard Herald Solitary, Magical, Intelligent
    Discordant Note (b[2d8] damage) 12 HP 3 armor
    Close, Ignores Armor

    Bard heralds have masters their art and neither their vocie nor their music can be denied. They turn people into devoted followers with a few words, woe the masses with a gesture and lay walls low with wicked solos. And just like the other bards, it reaches everyone in the vicinity. Instinct: To earn a living

    • Inspire with words
    • Minor magic
    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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  • Bard Skjald Group, Magical, Intelligent
    Discordant note (b[2d6] damage) 6 HP 3 armor
    Close

    Bard skjalds have learned to willingly tap into their potential and use it. They are often charming and colourful individuals, or at the very least capable of convincing you that's what they are. Like other bards, their harmful music reaches all nearby enemies. Instinct: To earn a living

    • Inspire with words
    • Minor magic
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  • Bard Musician Horde, Magical, Intelligent
    Discordant note (b[2d4] damage) 3 HP 1 armor
    Close

    Bards usually stumble across their talents while experimenting with music. They have yet to truly tap into the magic of words and songs, but have at least unlocked it. Their harmful tunes are weak, but hit all who can hear it. Instinct: To earn a living

    • Inspire with words
    • Minor magic
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