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Monsters by Wandering fool

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  • Trained Wolf Group, Small, Devious
    Bite (b[2d6+4] damage 1 piercing) 6 HP 1 armor
    Close, Forceful

    The Trained wolf is basically a very big and scary dog with long fangs, they hold on to their targets so their masters can either get a good shot or escape. Instinct: to do as it's told

    • run fast bite hard
    • Hold someone in place
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  • Kobold Flower Group, Small, Stealthy, Intelligent
    Short bow (b[2d6] damage 2 piercing) 6 HP 0 armor
    Close, Far

    The flowers are a group of 4 Kobolds who work to help the Minotaur, though he will eat them if he catches them so they walk through tiny borrowed tunnels in the maze, the uphold the traps and see the Minotaur as the son of their god, and will fight to the death to protect it, though they will be the most effective from the shadows. Instinct: to help the Minotaur

    • Attack from the shadows
    • Make Traps
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  • Minotaur Solitary, Large, Divine, Intelligent, Cautious
    Magical Club (b[2d12+6] damage) 22 HP 2 armor
    Forceful, Reach

    The Minotaur is half god half beast, it has been locked away and fed people regularly so it won't go mad, but it's terror has been instilled in the people for too long. Instinct: To eat, people and cattle

    • Smell fear
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  • the thing that lives in the basement Solitary, Large, Cautious, Terrifying, Amorphous
    grab and choke (b[2d12+4] damage) 23 HP 3 armor
    Forceful, Near
    Special Qualities: squeeze into small spaces, slippery

    Instinct: take people to eat them later

    • grab and choke
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  • Herman, ace archer Solitary, Organized, Intelligent
    bow (b[2d10] damage 2 piercing) 12 HP 1 armor
    Close, Far

    herman only speaks the language of the bow, he is silent and accurate Instinct: to hunt prey

    • find a favouarable position
    • use others to stall
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  • Group, Organized, Intelligent, Cautious
    (d8 damage 1 piercing) 6 HP 4 armor
    Close

    the retainers of norrik, they are sworn to him and will follow him through thick and thin. the existance and number of them explain where all the food goes. Instinct:

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  • norrik's swornswords Horde, Organized, Intelligent, Cautious
    sword (d6 damage 1 piercing) 3 HP 4 armor
    Close

    the retainers of norrik, they are sworn to him and will follow him through thick and thin. the existance and number of them explain where all the food goes. Instinct: follow orders

    • form lines
    • rally
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  • goblin in a box Solitary, Small, Stealthy, Intelligent, Hoarder
    small dagger (d8 damage) 12 HP 0 armor
    Close

    pop! the goblin is out of the box, your sword is now gone and the goblin is already halfway towards the next room Instinct: to steal and cause mischief

    • come out of a small box
    • steal something valuable
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  • norrik's hound Solitary, Large, Construct, Terrifying
    bite and scratch (b[2d10+4] damage 1 piercing) 20 HP 2 armor
    Forceful
    Special Qualities: conjuered, twisted

    a huge hound made of so much muscle it seems uncomfortable, running around doing it's masters bidding Instinct: to please norrik

    • fetch
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  • norrik the mage Solitary, Divine, Magical, Intelligent, Cautious, Hoarder
    force magic (d12+2 damage) 18 HP 2 armor
    Close, Reach, Far

    a demi-god mage, who betrayed his king and now hides in, and rules, an island people Instinct: to use and control

    • speak through the tower to command the people
    • hurt people with forceful magic
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