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  • Sand golem Group, Construct, Amorphous
    Sand fists (d8+2 damage) 17 HP 1 armor
    Close, Forceful, Near
    Special Qualities: Reform within the sandstorm

    Just when you think you're out of the sandstorm, the sand golems emerge to block your path. No blood, no brains, just sand. All they know is punch, aimlessly wander, eat hot sand, and regenerate limb. Instinct: To impede

    • Slam
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  • Bino Group, Divine, Magical, Intelligent, Terrifying
    necrotic censer (d6 damage) 8 HP 0 armor
    Close, Ignores Armor
    Special Qualities: The left side is sun elf, and the right side is moon elf.

    see: Nobi, but this one is a little more slender. Carries a mushroom cap on a chain, like a censer. Melee attackers are in danger of breathing in rust fungus spores. Instinct: to help the Sect, even if it will result in his death

    • feint a stumble, opening attackers up to a fierce counter attack from Nobi
    • removes a vital sense for a short duration
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  • Nobi Group, Terrifying
    twin mushroom cutters (b[2d8+2] damage 1 piercing) 10 HP 1 armor
    Close
    Special Qualities: The left side is moon elf, and the right side is sun elf.

    One of the Sect of the Seven Blessing's projects, a set of twin elves, one Sun, one Moon who were split down the middle and stitched back together. His eyes are bloodshot, and he bars your entry to the Godfall. Instinct: to protect the Sect's research

    • harmonize with his twin, causing migraines for all attackers.
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  • Ghoulmother Solitary, Large, Magical, Devious, Intelligent, Hoarder, Terrifying, Amorphous
    Bone fangs (d8+2 damage 1 piercing) 23 HP 5 armor
    Special Qualities: Can crawl up cave walls; Call the hive for protection, It’s body is created of bones

    A huge spider like creature made of the bones and skulls of adventurers that went down into its lair. With its eight spindly skeletonlegs it crawls around the place, always out of sight with just the rustling being heard. When it sees pray, it will let go of the wall and jump them, sinking strong boney tooth into its prey. Once the prey is numb and stops fighting, it will drain its life and create another ghoul for its hive to protect the lair. Instinct: To strengthen the hive

    • Drain lifeforce to create underlings
    • Weave the trapped lifeforce into spells
    • Numb the Prey
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  • Dominion Solitary, Magical, Stealthy, Divine, Intelligent, Hoarder
    Misiles Arcanos (d10+2 damage) 16 HP 4 armor
    Close, Ignores Armor, Far

    Lord Dominion, amo de la torre de la magia de Rokoka, el mago más antiguo de está tierra, y tú te atreves a enfrentarlo, que lastima para ti. Instinct: Vivir

    • Magia antigua
    • Imagen especular
    • Magia de sangre
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  • A Test Solitary, Tiny, Magical, Construct
    Analysis (d8-2 damage) 12 HP 4 armor
    Hand
    Special Qualities: film, radio, novel, it was made by me

    It's a test. Nuff said Instinct: It's actually very helpful

    • Show me how this all works
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  • Quint Silveryoung Solitary, Stealthy, Devious, Intelligent
    pile driver (the mechanical kind) (d8 damage) 12 HP 0 armor
    Close

    Instinct: to grandstand before humbled foes

    • insult his opponent to rile the crowd up
    • heckle other matches as a show of strength
    • demoralise lesser fighters
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  • Dune Snake Solitary, Huge, Devious
    moisture siphoning (d8+3 damage) 24 HP 2 armor
    Reach, Ignores Armor

    Unlike the violent and hungry sand worm, the dune snake is quite intelligent, and has a soft fondness for salamanders which it identifies as tiny kin, not entirely dissimilar to how a particularly sentimental dragon might regard a kobold. For less reptilian adventurers, however, the dune snake proves quite a threat, thanks to its ability to absorb moisture from its surroundings including nearby living things. The ecology of the desert survives this only due to the snake's constant migratory behaviour, as it moves from oasis to oasis, draining them dry and leaving husks of flora and dessicated fauna in their wake. Instinct: To draw moisture from anything nearby

    • Arch above the sands on its endless migrations
    • Leave hapless adventurers dehydrated in the sands
    • Defend salamanders as kin
    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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  • Alteius, l'Ultimo Vicario Group, Magical, Stealthy, Intelligent, Cautious
    Arma Incantata (b[2d8] damage 1 piercing) 6 HP 7 armor
    Close, Ignores Armor, Near, Far

    Alteius è un Mago Guerriero molto addestrato, in grado di sfruttare gli Incantesimi per creare Armi. Quando combatte, può istantaneamente cambiare stile di combattimento e arma in base agli avversari che si trova davanti. È anche in grado di cambiare la sua corazza allo stesso modo, ma essa è una corazza fisica che muta forma. Instinct: Proteggere Il Patriarca

    • Combattere Con Armi Magiche
    • Trasformare Gli Armamenti
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  • Ancient Golem Solitary, Huge, Magical, Construct
    Boulder-sized fists (d10+5 damage) 24 HP 4 armor
    Reach, Forceful
    Special Qualities: Absorbs fire and storm spells, Skin of stone and metal, Vulnerable locomotion crystal

    Beware the Golem, ancient guard of the sunken temples of ... nobody actually knows their name anymore. And at any rate it would be unwise to try and learn it, what with a towering giant of metal and stone stalking about and annihilating anything it deems a threat to its long forgotten civilisation. Instinct: to protect its fallen civilisation

    • Guard the entrance
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