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  • Flammender Oger Solitary, Large, Construct
    Schwarzeisenkeule (d10+4 damage) 20 HP 1 armor
    Forceful, Reach
    Special Qualities: Die Runen auf dem Körper gewähren Kontrolle über Feuer

    Riesige Bestien, die einst Oger gewesen sein könnten. Seit Elechtels sie mit den Runen unter seine Kontrolle gebracht hat, und sie die Macht dieser Runen nutzen können sind sie die Vernichtensten Einheiten seiner Armee. Instinct: Die Feinde Elechtels vernichten

    • Schleudere ein brennendes Geschoss
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  • Wolves Group, Small, Organized
    Bite (d8+2 damage) 10 HP 1 armor
    Close
    Special Qualities: Track by Scent

    You know... wolves Instinct: To hunt and scavenge

    • Follow prey for miles and miles
    • Wolfpack
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  • Casni Horselord Horde, Organized, Intelligent
    Spear (b[2d6] damage) 3 HP 3 armor
    Close, Reach

    The Casni nomads of Kuorsix have long resisted attempts at assimilation by more 'civilized' peoples. Long have they made the steppe their home, roaming its vast expanse and surviving off its wild game. They offer aid to the Houses when they can, but ultimately owe allegiance to no one. Instinct: To roam their ancestral land

    • Overwhelm a target
    • Move as one across the plains
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  • Wicked wood witch Solitary, Large, Magical, Spiderhybrid
    Acid saliva (d10+4 damage) 30 HP 6 armor
    Ignores Armor
    Special Qualities: No blind spot , Smells fear, Acidic saliva

    The wicked wood witch is a gigantic spider. An accident turned the once good witch into a fearless monster that will harvest you for potion ingredients, if her saliva doesn't liquidise your insides first, in which case it'll simply use you as food. The silk threads from its gland will stick to anything and can't be destroyed with common weapons. If you encounter the wicked wood witch, your best move is to use your best teleportation spell and just get as far away as possible. Instinct: Use you as a portion ingredient or simply eat you

    • Uses threads to immobilise possible prey
    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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  • Nightmarcher Horde, Terrifying
    Sword (d6 damage) 7 HP 0 armor
    Close, Ignores Armor
    Special Qualities: Insubstantial

    The Dwarven city of Damaisithymos Pelegon was decimated in the war. Enough blood was spilled there, folk said, that the very land was cursed with evil. Some nights, they say, the spirits of those who fell return to fight their battles anew... Instinct: To haunt a place of battle

    • Fight as it did in life
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  • Runkaaja, the True Paladin Solitary, Divine, Organized, Intelligent, Cautious
    Longsword (b[2d10+2] damage) 14 HP 3 armor
    Close
    Special Qualities: An unwavering sense of direction to the false Paladin, Invulnerability to magic, Bound to truth and piety

    Only the most righteous, the most pious, the most honorable of servants to the Gods may take on the mantle of Paladin. Lord Zyrres has judged you, boy, and found you wanting. Instinct: To serve Zyrres

    • Deny mercy to nonbelievers
    • Command with divine authority
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  • Death Pistil Horde, Tiny, Stealthy, Devious, Alien Organism, Psychic
    Sharp, piercing tubes (d4-2 damage 1 piercing) 3 HP 0 armor
    Hand, Ignores Armor
    Special Qualities: Appear as a common plant or flower

    Where we come from, hunting is hard. The prey there has psychic defenses (which we honed for them!). But here, here, the prey willingly offer themselves up. All we need do is present ourselves as something pretty, fragrant, or useful. They bend down to gather us. We strike. Hurts a little. At first. Then you get sleepy. Down you go. Dinner time. One blood sack, served fresh. Instinct: To incapacitate and devour

    • Read your mind; create something that appeals to you,
    • Hide within a bouquet of plants
    • Inject you with sleep poison.
    • Attach and drain the blood of the unconscious (d6/turn)
    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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  • Xogroth's thralls Group, Small, Magical, Devious, Construct, Terrifying
    Small, puncturing, paralytic fangs (d4 damage) 6 HP 1 armor
    Close, Near
    Special Qualities: Iron Will (immune to charms and other mental effects), Muddled target: rotting, melded anatomy

    We used to be several things. Now, we are one. The discarded pieces of Xogroth's meals, welded together by his viciousness and power, sent forth into the world, amorphous, seeking more of ourselves. Instinct: To serve until it falls apart

    • Seek out food for the master
    • Unerring location: Once bitten, we (and Xogroth) will always know where you are
    • Paralyze and prepare them for delivery.
    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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  • Xogroth Solitary, Large, Divine, Intelligent, Planar, Terrifying
    Iron Grip (d10+4 damage) 18 HP 1 armor
    Forceful, Ignores Armor
    Special Qualities: Glimmering, oozing flesh

    It must feed. It must. That's all it does. That's all it will do. Hide? It has no need to hide. If you don't go to it, it will come to you. Instinct: To feed

    • Squeeze out your mortal soul
    • Hideous Gaze: Defy Danger (WIS) or tremble in Fear
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  • Burning Roper Solitary, Large, Stealthy
    Burning whips (d10 damage) 20 HP 1 armor
    Ignores Armor
    Special Qualities: Stone-like shell, Lava-like flesh

    Another one of Talthageon's tricks - a creature with a shell of stone and flesh like magma, cloaked by its perfect disguise awaiting the slightest tremor to warn it of approaching prey. Long, whipping tendrils of molten stone emerge from its carapace in the blink of an eye, wrapping around all in sight and dragging it to its fiery maw. Instinct: To ambush

    • Disarm a foe
    • Ensnare the unsuspecting
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