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  • Most Recent Creation

    Goblin Trigonomancer Solitary, Small, Intelligent
    Goblin Boombang Stick (b[2d10+2] damage 1 piercing) 12 HP 0 armor
    Close, Far
    Special Qualities: Mathematical

    Instinct: To optimize boom-making

    • Solve a projectile trajectory problem
    • Set range-markers to simplify calculations
    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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    Masker Huntsman Group, Stealthy, Magical, Intelligent, Cautious
    Curved Blade and Net (b[2d8] damage) 6 HP 2 armor
    Close

    Huntsman are an elite arm of The Maskers. It is their task to hunt down and return escaped slaves. Like their lesser brethren they each wear a unique mask both to conceal their true identity and to make known who they are among their brothers. Huntsmen often wait in ambush. Preferring to ensnare their targets in nets or drop them into hidden pits before engaging them. Particularly troublesome quarries are often hit with the curse detailed below. After hitting a quarry with the curse Huntsmen withdraw allowing the curse to weaken their prey over the next several days. The Huntsman's Curse When you attempt to rest while under the effects of this curse roll+CON. *On a 10+ you rest well and suffer no ill effects *On a 7-9 your rest is fitful and unpleasant you gain no benefit from having rested. *0n a 6 or lower as well as having gained no benefit from resting you also gain one debility of the GM's choosing. This debility lasts until the curse is lifted. Instinct: To capture

    • Ambush escaping slaves
    • Trap them
    • Place the Huntsman's Curse on 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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