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Monsters by Brugia

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  • Swamp Trapped Girl Solitary, Magical, Devious, Intelligent
    fists (d6 damage) 16 HP 6 armor
    Close
    Special Qualities: Her apperance lets her meld with her environment

    Instinct: to escape

    • Empower her physical abilties
    • Fog Cloud
    • It will inflict you with the swamp curse
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  • Dire Wolf Solitary, Large, Organized, Intelligent
    Claws and Teeth (b[2d10+2] damage 1 piercing) 16 HP 1 armor
    Forceful

    Instinct: to protect its territory

    • hunt down its prey
    • Call its pack
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  • Cult Assasssin Solitary, Stealthy, Magical, Intelligent, Hoarder
    Repeating Crossbow (d10 damage 2 piercing) 12 HP 1 armor
    Close, Near

    Instinct: to fullfill its contract

    • Ambush someone
    • Vanish into thin air
    • Renders itself and its equipment completly silent
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  • Solitary, Divine, Intelligent
    Sword (b[2d10+2] damage) 14 HP 4 armor
    Close

    Instinct:

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  • Infiltrator Solitary, Stealthy, Divine, Magical, Organized, Intelligent
    Sword (d12+2 damage) 14 HP 2 armor
    Close

    Instinct: Destroy Order

    • Take someones place
    • Use a crippling poison
    • To influence someones mind
    • Call in its underlings
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  • Lord Rismak Solitary, Stealthy, Organized, Intelligent, Hoarder
    Greataxe (b[2d10+2] damage 2 piercing) 16 HP 2 armor
    Close

    Leader of the house of Dask. Gained the position mainly through violence and bullying other people out of business. Lost an arm in his early years and wears an artifical metallic arm with an build in fungal sporepod that he can launch once. The spores can cause hallucinations, extreme fatique and frenzy. Instinct: to secure his rule

    • To cut someone in half
    • Breath fungal spores
    • Call his guards
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  • Double Blessed Solitary, Cautious, Construct
    Fist and metalic feathers (b[2d10+4] damage) 20 HP 5 armor
    Close, Forceful, Near
    Special Qualities: It has the wings of the airborn

    Created by the great wizard Arles. This creature is double blessed by the air and by the earth. Therefore it has the wings and physique of the Airborn and the metalic and resistant skin of the Earthborn. This first succesful creation of him, protects him in his experiments and anyone that wants to harm him. Instinct: to protect

    • Hold someone with unrelenting strength
    • It can form a protective cocoon with its metalic wings
    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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  • Plapperisch Horde, Small, Organized
    Crude Sword (d4 damage) 3 HP 1 armor
    Close

    Instinct: to devour food

    • Overpower someone with numbers
    • Let loose a ghastly howl for help
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  • Julanika (Deep Giants) Group, Large, Intelligent, Hoarder
    Giant Clubs (d10+2 damage) 10 HP 1 armor
    Forceful, Reach

    The Giants living deep in the worldcrust, call themselfes Julanika. Like all of the other things that live in the worldcrust, little is known about them, but that they usually appear in packs of 4-6. If they ever find traces of you, they will most likely hunt you down. Instinct: They take what they want, no matter what.

    • Roam the caverns of the worldcrust in the search of prey
    • Use a creature to set a trap
    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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  • Blood Eternal Solitary, Magical, Stealthy, Intelligent, Amorphous
    Blood (d12 damage) 19 HP 5 armor
    Close, Near
    Special Qualities: Body made of blood

    Little is known of the origin of these things. It is said they once fought the gods themself, but lost and most of them got imprisoned. A few managed to elude this fate and ever since they try to find and free their imprisoned bretheren. Entered a host through a wound and taking control of them or lying dormant in him, being nourished by the body and gathering strength. They are always on the lookout for a new host, who has more power then their current one. Once they have enough power and ressources they will use those to start the search for their bretheren and fight against anyone that wants to stop them. Its abilty to control blood makes it a fearsome enemy, as long as there is enough blood around it can use it to form weapons or whatever it wants and make it hard as steel. Or just sap the blood out of the enemy it slashed open a wound. Instinct: Free its brethren

    • Crawl into someone and take control of them
    • Feign death
    • Form and harden blood
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