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Monsters by Felloffalot

  • Ghost of Ultio Ultionis Solitary, Magical, Divine, Devious, Intelligent, Terrifying, Amorphous
    Ghastly energy waves (d12+3 damage) 20 HP 4 armor
    Close, Reach, Ignores Armor, Far
    Special Qualities: He's a spooky ghost

    The former ruler of Colere, Ultio was overthrown by Basal and his devoted followers. His soul was consumed by a desire of revenge that day, and even in death, he lives on, seeking a way to enact his revenge on Basal and his foolish army. Instinct: To enact revenge

    • Throw out ghastly energy
    • Blast with wind magic
    • Damages the ship they're on
    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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  • 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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  • 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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  • Pirate Scum Group, Stealthy, Intelligent, Hoarder
    Cutlass (d6 damage) 6 HP 0 armor
    Close

    Cowardly and fragile, the pirates of the Great Sea are an unfortunately common encounter for one just trying to get from place-to-place via boat. While weak on their own, the pirate scum tend to band together and overpower those stronger than them through sheer numbers. When it comes down to it, they'll rely on dirty tricks and deceit to get what they want. Instinct: To pillage

    • Swing cutlass wildly
    • Claiming surrender and then striking when an enemy draws close
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  • Great Colere Guard Group, Intelligent, Cautious
    Great sword (b[2d10+2] damage 1 piercing) 30 HP 4 armor
    Close, Near

    Defenders of their master Basal, the Colere Paladin Order appoints those with the greatest skills to the place of Great Colere Paladin. With heavy plate mail and a sword that can rip and tear through anything short of a dragon's hide, these Paladins are the toughest things encountered on the island of Colere sans their master himself. Extreme caution is advised when facing even one of them... and they like to travel in groups of three. Instinct: To protect

    • Slashes with great sword
    • Calls for back-up
    • Attempts unconvincing diplomacy
    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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