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Chucklemaster's Up-voted Monsters

  • Knotsmen Father Horde, Devious, Intelligent, Terrifying
    quilted truncheon or shining billhook (d4 damage) 6 HP 0 armor
    Close
    Special Qualities: Express morbid philosophy

    These are adult male Knotsmen with living children in the clan. They have not yet been crippled by twists of flesh. They make up the expeditions you are likely to meet. The ones sent out on child-hunts in the dark. Instinct: to kidnap

    • Break bones
    • Capture with barbed nets and clawed chains
    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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  • Knotsmen Weeping Knights Group, Intelligent, Cautious, Terrifying
    Harpoon bow (b[2d8+2] damage) 6 HP 3 armor
    Close, Near
    Special Qualities: Weep blood from their knots

    Young men with no children, or shamed old men whose children fled. They weep from armour-pressure on their knots. The Knights are one of the few Veins travellers to wear heavy armour. The barbed quarrels of their metal crossbows carry ultra-thin fishing wire. Instinct: to serve

    • Obscure vision with smoke bombs
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  • Knotsmen Usurers Horde, Intelligent
    Broken fists (w[2d4] damage) 3 HP 0 armor
    Close
    Special Qualities: Tied to the fate of it's tie-master.

    These poor pale slaves were caught. As legitimate Gordianite spawn, they are allowed atonement for betrayal. They carry one great knot outside the gut. The upper intestine has been teased out through careful surgery. A loop is pulled outside the skin. Experts tie it unbreakably. No food can be digested until the knot creator slips his work. He will do this at the end of each watch if the Usurer has done well. A different Knotsman ties the knot each day in patterns only they know. If they die, the Usurer must starve. Instinct: to survive

    • Save their tie-master
    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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  • Knotsmen Bailiffs Solitary, Stealthy, Magical, Intelligent, Hoarder, Terrifying
    Magically write their name on every bone in your body (d10 damage) 16 HP 0 armor
    Close, Ignores Armor, Far
    Special Qualities: Rides a pack beasts (an animated corpse that crab-walks)

    Magician-priests of Knotsman culture-faith. A Bailiff will have back-turned limbs and bent bones, a ripple-work of raspberry knot-gourds breaching the skin like fruit pressing against slick robes. They are known to trade in souls and will carry 5 minor Phylacteries and Magic Jars. The Phylacteries hold the enslaved souls of those who tried to escape their debt to the Knotsmen by suicide. Bailiffs talk in strangulated gasps and come carrying chests and folders of papers, binders of accounting and receipts. They and are assisted by usurers. Instinct: to claim flesh-debt

    • Heal you, at a price
    • Curse a creature to list the value of their possessions (including body parts)
    • Take ownership of your body
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  • Splintercat Solitary, Small, Fast
    Head butt (b[2d10] + 2 damage) 6 HP 3 armor*
    Near, Forceful
    Special Qualities: Always foul tempered, 3 Armor *only* on head

    If you can do something to relieve the its constant headache, it will probably leave you alone. Instinct: to destroy trees (and anything else in the way) looking for food

    • reduce trees to splinters
    • attack from high places
    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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  • Orc Flamewarden group, magical, organized
    War Club of the Flamewarden (d6 damage) 6 HP 0 Armor
    cose
    Special Qualities: Immune to all fire

    Protectors of the forest from fire. The warclub in their hand can strike the ground and extinguish any fir within a near radius. Usually patrol in groups of 2-4. They are protected by an enchantment that lets them ignore all heat and flame, magical or mundane. Instinct: to protect their home

    • extinguish flames
    • call the horde
    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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  • Cult Acolyte Group, Magical, Organized, Intelligent
    Ritual dagger (d6 damage) 6 HP 0 armor
    Close, Reach

    Mad followers of an ancient and malign entity of godlike power. Instinct: To manifest their foul god's twisted vision for reality

    • Ritualistically scar the unworthy
    • Invoke the Outer Gods
    • Call to the master
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