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Monsters by Evedar

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  • Manes Horde, Organized, Planar
    Hellish Claws (d6 damage) 3 HP 0 armor
    Close

    The lowest servants of Hell are the Manes. They are formed from the petty dead who were evil in life, but not powerful or particularly dedicated to their evil. They appear as shambling corpses burning with Hellfire, and are used as shock troops to overrun the living with sheer numbers. Instinct: To destroy goodness

    • Drag someone down
    • Swarm a prone opponent
    • Take orders telepathically from a Demon Lord
    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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  • Stone Legion Commander Solitary, Large, Intelligent
    Stone Claymore (d10+2 damage) 20 HP 5 armor
    Forceful, Near

    The leader of the Stone Legion has the spirit of the Sorcerer King's right-hand-man fused to it. It still has the intelligence of a living man, but an unrelenting dedication to protect his king. Standing easily 10 feet tall, the Commander is the most imposing part of the Legion - and the most dangerous. Instinct: To defend the Sorcerer King

    • Call another Legion phalanx
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  • Stone Legion Warrior Horde, Organized, Cautious
    Stone Lance (d6 damage) 11 HP 2 armor
    Close, Near

    Besides all the ghouls and zombies infesting the Tomb of the Sorcerer King, there is a legion of soldiers, their stone faces carved to resemble exactly the men who were sacrificed to be the undead guardians of the tomb. They will stop at nothing to protect their master's final resting place, and though some of them are missing, curiously smashed to pieces, the legion is still hundreds strong. Instinct: To defend the Sorcerer King

    • Arise as one
    • Charge relentlessly
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  • Thieves' Guild Assassin Solitary, Stealthy, Intelligent, Hoarder
    Poisoned Rapier/Blowdart (b[2d10] damage 1 piercing) 12 HP 1 armor
    Close, Near

    When they hear 'assassin' people usually think of long black capes and hoods. That wouldn't be very subtle, though- the assassins of the Thieves' Guilds tend to be as inconspicuous as they are deadly. They could be your best friend, or that bartender, or that prostitute, or that fisherman, or, hell, maybe that pumpkin. In any case, its best not to cross them (or they're employer), lest you find yourself poisoned or cut to ribbons with a blade. Instinct: To eliminate

    • Ambush unsuspecting prey
    • Inject a deadly poison
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  • Thieves' Guild Agent Solitary, Stealthy, Devious, Intelligent, Hoarder
    Stiletto and Throwing Daggers (d8 damage) 12 HP 1 armor
    Close, Near

    The best thieves come from Thieves' Guilds, as one might expect. Found in almost every city on the continent, the agents of the Guild are skilled at being where they shouldn't and getting their hands on what doesn't belong to them. As well, they're pretty handy with a knife. Instinct: To infiltrate

    • Go somewhere they shouldn't
    • Blind someone
    • Pickpocket someone
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  • Eye of Hell Solitary, Tiny, Magical, Devious, Hoarder, Planar, Amorphous
    Eye Beam (w[2d8-2] damage) 15 HP 1 armor
    Hand, Near

    Not much larger than a small dog, these fiery eyeballs stalk the world of mortals, reporting back their findings to the Dukes of Hell. If cornered, they can put up some kind of fight, but their most dangerous action is to call up the legions of hell. Instinct: To observe

    • Report back to its demonic masters
    • Blind an attacker
    • Call up demonic assistance
    • Erase knowledge
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  • Chaos Knight Solitary, Magical, Intelligent
    Pike (b[2d10+4] damage) 12 HP 2 armor
    Close, Forceful, Reach

    Chaos can always be found in the world, in some places more abundantly than other. These darkly armored men and women appear from time to time when the balance between Chaos and Order hangs by a thread, hoping to tip it in the favor of anarchy. It is rumored they have a secret monastery somewhere in the mountains near Stormcrag, but whether this is true is open to a lot of speculation. Instinct: To Upend Order

    • Consume Life Force
    • Polymorph Someone
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  • Thieve's Guild Brute Group, Organized, Intelligent
    Blackjack (d8 damage) 6 HP 1 armor
    Close

    Some thieve's guilds search the streets for the most talented youths they can find, then train them in the subtle arts of pick-pocketing, lockpicking, and cloak-and-dagger combat. Others just go to a tavern, throw around some gold, and take any fool willing to smash someone's face. Instinct: To profit

    • Rough someone up
    • Gang up on a victim
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  • Khitishi Bodyugard Group, Organized, Intelligent, Cautious
    Arming Sword (d6 damage) 6 HP 3 armor
    Close

    The highest job any non-magician in Khitish can reasonably aspire to is to become one of the personal bodyguards of the Magocracy. The relative luxury this offers comes with a high price, however - personal autonomy. The thorns that wrap around the skin of these bodyguards not only serve to deter hand-to-hand attackers, but also sink into their hosts flesh at the first sign of disobedience. Though not particularly deadly on their own, these bodyguards are extremely adept at protecting their masters and foiling attempts to disrupt spells, making the already-deadly mages that much worse. Instinct: To protect the magocracy

    • Form up to protect their Master
    • Form a phalanx
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  • Torrador Elite Solitary, Intelligent, Cautious
    Martial Arts (b[2d10] damage 1 piercing) 12 HP 2 armor
    Close
    Special Qualities: Incredible Speed and Agility

    The elite forces of Torrador have always been somewhat unique in their approaches to combat. While they obviously could wield any of the wide variety of weapons available across Iaslios, these soldiers have honed their bodies into perfect instruments of marital arts. While only lightly armored and completely unarmed, one must manage to evade their lightning quick strikes or prevent them from dodging all but the fastest of swings to defeat them. Instinct: To protect Torrador

    • Evade a slow attack
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