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  • Uth-lar the Bladebearer Group, Organized
    Dual blades (b[2d6+1] damage) 6 HP 3 armor
    Close
    Special Qualities: Goblin

    Instinct: ”You! You dare fight me?”

    • Clashes blades together and calls out individual opponents.
    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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  • Zarr, Doom Hand Cleric Group, Magical, Organized, Intelligent
    Inflict Wounds (d8 damage) 6 HP 2 armor
    Close, Ignores Armor
    Special Qualities: Cleric of Tiamat, Hobgoblin

    Instinct: Harangue with threats of doom, pain, despair, and death.

    • Bolster hobgoblin morale
    • Cast spells of destruction & trickery
    • Summon a hell hound
    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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  • Solitary, Stealthy, Intelligent
    (b[2d10] damage 2 piercing) 12 HP 1 armor
    Close, Far

    Instinct:

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  • Group, Cautious, Hoarder
    (b[2d8] damage 1 piercing) 6 HP 4 armor
    Close

    Instinct:

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  • Group
    (b[2d8] damage 1 piercing) 6 HP 3 armor
    Close

    Instinct:

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  • Group
    (b[2d8] damage) 6 HP 3 armor
    Close

    Instinct:

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  • Lynel Solitary, Large, Intelligent, Cautious
    Sword & Shield (b[2d10+4] damage) 20 HP 3 armor
    Forceful, Near, Far

    These fearsome monsters have lived in Hyrule since ancient times. They possess intense intelligence, resilience, and strength, making them among the most dangerous monsters in all the land. This is compounded by the fact that they have a natural resistance to all elements. You would be wise to challenge a Lynel only if you're very well prepared. Instinct: To roam and conquer

    • Fire arrows laced with electricity
    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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  • The Necromancer Solitary, Magical, Intelligent
    Deadly Gaze (d10 damage) 18 HP 0 armor
    Close, Reach, Ignores Armor, Far

    The Necromancer Gerald is a snickering old fool, a dastardly councilman who will do whatever it takes to gain power over dragon's maw, or even the whole world. He raises the undead at will, and has built his power so that once the crypt was open, he could harness its power. If anyone knows what was left down there, Gerald will. Instinct: Rule over others

    • Raise Undead
    • Drain Life
    • Harness a magic rune
    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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  • The Necromancer Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

    • Raise the dead
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  • The Plagued Horde, Terrifying
    Hands (w[d6] damage) 7 HP 0 armor
    Close
    Special Qualities: Sick

    These poor souls aren't quite dead, but they will be soon. The plagued aren't particularly dangerous due to any weaponry, instead their danger lies within. When they come in contact with an uninfected person, they can spread the plague and ruin whole cities. It's best to just avoid them, or put them out of their misery already. It's unclear why they wander the way they do, almost like the undead. It's as if something is keeping them alive... Instinct: Spread disease

    • Grab at the uninfected
    • Cough
    • Die in the street
    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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