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  • Walt Solitary, Intelligent, Cautious
    Hacha de Guerra (b[2d10] damage 1 piercing) 16 HP 5 armor
    Close

    Walt busca la gloria de ser el mejor cazador de elfos, para así participar en el Coliseo de los nobles en Rokoka. Instinct: Cazar

    • Vanagloria
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  • Cazadores de elfos Horde, Stealthy, Organized, Intelligent
    arcos, espadas y hachas (d6 damage) 3 HP 1 armor
    Close, Reach

    Los cazadores de elfos, viven de la caza de estos, los venden como esclavos e incluso en ciertas ocasiones sus orejas. Instinct: Cazar

    • Capturar elfos para venderlos
    • Trampas y venenos
    • Cuerno de llamada
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  • Arwen Solitary, Intelligent
    Garras (w[2d10+2] damage) 12 HP 1 armor
    Close, Ignores Armor

    es una elfa, pero ella no lo sabe, nació y vivió feralmente toda su vida, creció en las cercanías de Ibrok, por cosas del destino ella nació como una elegida del barro, y puede transformarse en muchos animales del pantano de las penas, Olga, le enseño muchas cosas, pero jamás dejo que se acercase al pueblo, para que no fuera capturada, ahora Arwen busca desesperadamente a Olga, debido a lo que acaba de suceder Instinct: defenderse, transformarse, huir.

    • Nacida del barro: Múltiples formas
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  • El jefe, zombi Solitary, Terrifying
    puños y dientes: 2d6+1 (b[2d10+2] damage) 20 HP 1 armor
    Close, Forceful
    Special Qualities: su cabeza aplastada, produce temor y asco al mismo tiempo, todas las tiradas cercanas a el tienen un -1

    aquel que se alzo frente a los aventureros y lucho con sus puños, ahora vuelve como un zombi a cobrar venganza Instinct: destruir todo lo vivo

    • movimientos de lucha, puede atacar desde cualquier punto mientras este a su alcance
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  • Nigromante Solitary, Magical, Intelligent
    Rayo de muerte Vara impura (1d6+2) (d10 damage) 16 HP 4 armor

    Un nigromante invocado por Rathiel, en su camino hacia Anthurias, este pone en peligro toda la región si no es detenido ahora. Instinct: destruir todo lo vivo

    • Invocar esqueletos
    • Lisiar, provoca una lesión mágica en un enemigo y pierde su habilidad para moverse, este para quitar el efecto debe realizar una tirada de constitución, entre 7 y 9, sus movimientos se vuelven muy lentos, 10+ el objetivo logra salir del conjuro.
    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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  • Barbarian Horde (Rearguard) Horde, Huge, Intelligent, Hoarder, Organized
    Spears and Axes (d6+5 damage) 11 HP 1 armor
    Reach

    The Rearguard arrive to support the vanguard after the defences have been softened. The Vanguard swarm the defences, occupying them while the rearguard form a wedge and attack the weakest point "For Fun" When arriving: lead player rolls+nothing 10+: The rearguard cannot arrive: why not? 7-9: The rearguard are delayed: describe why. -6: choose 2: >The rearguard arrive in larger numbers than expected! >The rearguard arrive with heavy troops! >The rearguard arrive from an unexpected direction! Instinct: To crush their enemies, to see them driven before them, and to hear the lamentation of their women

    • Reinforces the vanguard!
    • Retreat and regroup!
    • Form a Wedge!
    • Attack the Weakpoint!
    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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  • Barbarian Horde (Vanguard) Horde, Huge, Organized, Intelligent
    Axes, Clubs, and Slings (d6+3 damage) 15 HP 0 armor
    Reach, Near

    It organises into larger groups it can call on for support. Fond of swarming the front lines, while the rearguard advance in a long wedge to pierce the weakpoints Instinct: To crush their enemies, to see them driven before them, and to hear the lamentation of their women

    • Weakens Defences
    • Summon the rearguard!
    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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  • Slorn Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct: Toil, suffer and exploit weakness

    • Expendable demon forge workers.
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  • Ogre Mercenary Solitary, Tiny, Intelligent, Hoarder
    A huge flail (b[2d10+2] damage 1 piercing) 12 HP 2 armor
    Hand, Forceful

    Sometimes ogres are smart enough to fight for money and glory. Even wield fancier weapons, and wear armour of sorts. Pretty dangerous if you ask me. Instinct: To destroy

    • Cause chaos
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  • Ogre Hunter Group, Large, Intelligent
    Javelin or Club (d8+5 damage 1 piercing) 10 HP 1 armor
    Close, Reach, Near, Messy, Forceful

    It turns out that sometimes ogres learn to hunt more 'subtly', better to deal with creatures more likely to flee at speed. Of course their hunting involving huge stone-tipped javelins. The corpses aren't pretty, but since when did ogres care. Instinct: To hunt

    • Pin a victim down with a heavy javelin throw
    • Fly into a rage
    • Chase down a freshly javelinned target with frightening speed
    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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