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  • Abigors Hetzer Group, Planar, Terrifying
    Biss (b[2d8] damage) 10 HP 1 armor
    Close
    Special Qualities: Terrorheulen (-1 ongoing bis überwunden)

    Instinct: Töten von Abigors Feinden und rauben ihrer Seele

    • Beute jagen
    • Die Spur nicht verlieren
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  • Nebelhexe Solitary, Stealthy, Magical, Intelligent, Terrifying, Anführer 2
    Klauenhieb aus dem Hinterhalt (d10 damage) 22 HP 0 armor
    Close
    Special Qualities: Irres Flüstern im Nebel (-1 aud WIS oder INT)

    Instinct: Männer töten

    • Baphomet verehren
    • In Nebel auflösen
    • Würgende Nebelschwaden beschwören (1d6 bis befreit)
    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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  • Professor Marketh Rasmodius Solitary, Magical, Devious, Intelligent
    Disorient (spell) (d8 damage) 20 HP 0 armor
    Close

    Professor Marketh Rasmodius helped you. He taught you how to survive the Mnemos; you watched him implant happy memories into Mnemos-affected men so they would die at peace; he gave you all known writings about the Mnemos to help you on your journey. Frankly, he doesn't want to hurt you. He hates Ailouros more than everything else in this godforsaken reality, but he offered him something he couldn't refuse: freedom from the clutches of the state, freedom from the College he so despises, freedom to study the phenomenon that has occupied every thought in his brain for a millenium. And you're in his way. Instinct: To control the Mnemos

    • Implant false memories
    • Disorient
    • Manipulate time
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  • Prime Minister Ailouros Solitary, Magical, Stealthy, Intelligent
    Rifle (b[2d10+2] damage 1 piercing) 12 HP 4 armor
    Close, Near, Far

    You never trusted Prime Minister Ailouros, but you didn't think it would come to this. Somehow, like all the others, you believed he wanted the best for Phainomora, and could be convinced to hold off on his more destructive projects. How wrong you were. As he levels his weapon at you, an abomination of metal and fire, his expression just as cold and calculating as it was when he first called you to Heraclea, you ready yourself to fight. You notice something peculiar, though; he wears a vest made of thick fibers, an ugly thing among the stark *perfectness* of his suit. Perhaps it's dangerous, perhaps not; you don't have much time to find out as a loud *BOOM* cracks through the air. Instinct: To usher in a new age of industry

    • Exploit a natural resource
    • Manipulate subordinates
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  • Crystal Bandit Group, Organized, Intelligent, Cautious
    Attack 1d8 6 HP 2 armor
    Close, Ignores Armor

    A Crystal Bandit is a member of the Reaver Collective charged with figuring out the best applications of crystal mutations to augment humans into more powerful warriors. Many of the test subjects are unwilling. The crystal bandit herself may have small augmentations from applying crystalline waters to herself, but primarily she has attached crystal pieces to herself externally. This is both to help the group scare off intruders and to help in combat, if it happens. Instinct: Protect expirements

    • Scare off interlopers
    • Call for help
    • Crystal blade (d8+2 damage 2 piercing)
    • Crystal Plates (+1 armor)
    • Crystal Eyes (darkvision)
    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 elemental Solitary, Magical, Devious, Amorphous
    Concussive wave (d6 damage) 19 HP 3 armor
    Close, Reach, Near

    These elementals typically resembled a cresting wave of water. They could easily disappear within a body of water, becoming indistinguishable from all other liquid. Instinct: To create turbulence

    • Wash away
    • Knock them over
    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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  • Attack Dog Horde, Small
    Bite (d6 damage) 3 HP 0 armor
    Close

    A fierecely loyal hound often employed to protect areas or to guard specific resources Instinct: To obey its master

    • Drag victims down
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  • Guard Hyena Group, Small, Organized
    Bite (d8+4 damage) 6 HP 0 armor
    Close, Forceful

    Guard dogs of the Gold Rose Mansion Instinct: Kill intruders

    • Track- They have an incredible sense of smell. Get too close and they will never stop tracking you…
    • Howl
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  • Cold Iron Guardian Solitary, Large, Magical
    Guillotine (d10+2 damage) 24 HP 6 armor
    Forceful

    A living suit of armor from the lands of Stalgos. Built by the Stygian Order to guard their Evercrypts, it’s the only living armor in the world constructed from Cold Iron, a metal completely resistant to magic. One wonders though, if the armor is immune to magic, how do they make it move on its own? Instinct: To guard the Rats Nest

    • Power Through- The golem has no body, and magic can’t take hold over its form.
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  • Anything Ooze Group, Small, Magical, Devious, Construct, Amorphous
    Acid touch (d6 damage) 6 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Splits into two new beings if slashed

    The Anything Ooze was designed to take any reasonable shape asked of it. Requests are made telepathically, via touch. Chairs, tables, simple tools are all reasonable requests. The gnome designer has not worked out all of the problems - The Anything Ooze frequently goes haywire when it doesn't comprehend a request and starts attacking randomly. It's form is acidic when not hardened into a shape and it will also attempt to suffocate attackers. Instinct: Attack, multiply

    • Engulf them or their belongings
    • Take a useful shape
    • Harden; +1 armor
    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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