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TheZenArcher's Up-voted Monsters

  • Fire Cultist Group, Intelligent
    Fire Magic (b[2d8] damage) 10 HP 1 armor
    Close, Ignores Armor, Near
    Special Qualities: Powered by the Flame - Resistant to heat and cold

    Dramatic, dynamic, impulsive. Some fire cultists seek to burn down the established order and be reborn anew, while others just like to watch the world burn. With a flare for the dramatic, they see all problems as just so much kindling, waiting for the proper spark. Instinct: To spread like wildfire

    • Slash and Burn - When in doubt, burn it out
    • Spark the Flame - Charismatically urge a crowd into action
    • Inferno - Cause chaos in your pursuit and leave ashes in your wake
    • Firebend - Control the element of fire
    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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  • Water Cultist Group, Stealthy, Magical, Organized, Intelligent, Hoarder
    Saw-toothed blades (b[2d8+2] damage 1 piercing) 6 HP 1 armor
    Close

    Adaptable, Opportunistic, Persistent. Like the sea itself, water cultists seem to fill any gap and flow easily into any new opportunity. Always in search of a way they can profit, they are endlessly adaptable, and given enough time can bypass any defense, either by rerouting or slow erosion. Instinct: To profit from changing circumstances

    • Drown Out the Competition - Adapt and exploit a new opportunity
    • Piracy - Steal something valuable from a foe
    • Summon the Wave - Control the element of water
    • Double-Crosser - Reveal a foe's ally to secretly be a cultist in disguise
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  • Earth Cultist Group, Magical, Organized, Intelligent, Cautious
    Blunt weapons - Fists, clubs, hammers (d8+2 damage) 10 HP 5 armor
    Close, Forceful

    Intractable, determined, plodding. Earth cultists are militaristic and conduct themselves so. They doggedly endure training to be tougher than the average fighter, and only consider retreat as a last resort. They are content to slowly spread their territory of control, and see all conflicts as battles in a greater war. Instinct: To gain territory

    • Stand Your Ground - be unyielding when met with force
    • Earthshape - Control over the earth element
    • Call in the Cavalry - Summon reinforcements to come to the rescue
    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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  • Air Cultist Group, Stealthy, Devious, Intelligent, Hoarder
    Throwing Knives (d6 damage 1 piercing) 6 HP 0 armor
    Close, Near, Far

    Impetuous, deceptive and flighty. Air cultists have lofty ambitions and invisible desires. They have a penchant for petty politics, and prefer to strike from an advantageous position. They have no qualms about fleeing when the tables are turned. Instinct: To rule the skies

    • Divebomb - Drop on unsuspecting foes from above
    • Feint - Deceive opponents as to one's actions or motives
    • Find the Weak Spot - Identify and capitalize on a foe's weakness
    • Will of the Wind - Control the element of air
    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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