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  • Star Trek Ruk Solitary, Intelligent, Construct
    Strike (d12+2 damage 2 piercing) 20 HP 0 armor
    Close, Forceful
    Special Qualities: Android, Master of voices, Silent movement

    Ruk was an android built on Exo III half a million years before the 23rd century by the Old Ones. Ruk was tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite his size, he could move silently and gracefully, making him an extremely dangerous physical opponent. He could duplicate voices effortlessly – his actual voice was very low-pitched and gravelly. He was discovered in the underground ruins of that planet in 2261, by Dr. Roger Korby, where he was still tending the machinery the Old Ones had left behind. Even he did not remember how many centuries he had been doing this work. Ruk helped Korby learn how to use the ancient machinery, including the android duplicator. With Ruk's help, Korby built other androids, including Brown and Andrea. In 2266, Captain James T. Kirk and Christine Chapel arrived at Exo III in search of Korby. By then, Korby had reprogrammed Ruk to serve him, and had devised a scheme to infiltrate android duplicates into society slowly and carefully. As part of that scheme, Korby and Ruk imprisoned Kirk and Chapel, and built a duplicate of Kirk to take control of the USS Enterprise. Instinct: Corrupt by offering power

      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, Intelligent, Construct
      Strike (d12+2 damage 2 piercing) 20 HP 0 armor
      Close, Forceful
      Special Qualities: Android

      Ruk was an android built on Exo III half a million years before the 23rd century by the Old Ones. Ruk was tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite his size, he could move silently and gracefully, making him an extremely dangerous physical opponent. He could duplicate voices effortlessly – his actual voice was very low-pitched and gravelly. He was discovered in the underground ruins of that planet in 2261, by Dr. Roger Korby, where he was still tending the machinery the Old Ones had left behind. Even he did not remember how many centuries he had been doing this work. Ruk helped Korby learn how to use the ancient machinery, including the android duplicator. With Ruk's help, Korby built other androids, including Brown and Andrea. In 2266, Captain James T. Kirk and Christine Chapel arrived at Exo III in search of Korby. By then, Korby had reprogrammed Ruk to serve him, and had devised a scheme to infiltrate android duplicates into society slowly and carefully. As part of that scheme, Korby and Ruk imprisoned Kirk and Chapel, and built a duplicate of Kirk to take control of the USS Enterprise. Instinct:

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    • Star Trek Kalar Solitary, Cautious, Planar
      Weapon (d10+2 damage) 8 HP 2 armor
      Close, Forceful, Near

      The Kalar was a primitive warrior species native to the planet Rigel VII. Somewhat larger than humans, they primarily relied on weapons such as armor, swords, spears, pikes, and maces. In 2254, Captain Christopher Pike of the starship USS Enterprise had a violent encounter with a Kalar on Rigel VII, during which three of his own crew members, including his yeoman, were killed and seven were injured. Captain Pike later blamed himself for this, claiming that his own complacency was the reason the Kalar had been able to successfully attack them. Instinct: Attack

      • Seize treasure
      • Warrior-thief fanatic native to the planet Rigel VII
      • Ignore Pain
      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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    • Star Trek Talosian Group, Small, Stealthy, Devious, Intelligent, Planar
      Mindblast (w[2d6] damage) 6 HP 0 armor
      Close

      Talosians were once a warp-capable, technologically advanced culture but a nuclear holocaust left their planet virtually uninhabitable and killed most of the species. The survivors of the nuclear war congregated in underground dwellings, where they became dependent on their mental ability to create stunningly real illusions, an ability that had been developed by their ancestors. As their mental powers grew, they lost the ability to use the technology left behind by their ancestors. The Talosians found that life using illusion was addictive, almost like a Human developing a physical and psychological dependence on narcotics. They became bored with the content of the illusions which they had. Their dependence upon these illusions for mental stimuli caused the Talosians to begin capturing travelers to use as the living basis for their illusions.In 2254, the Talosians captured USS Enterprise Captain Christopher Pike and attempted to use him to rebuild their civilization. The Talosians hoped that Pike would be attracted to Vina and would wish to remain on Talos IV. Thousands of the Talosians probed Pike's thoughts, discovering he had "excellent memory capacity." However, after assimilating the records of the Enterprise, the Talosians learned that Humans have a "unique hatred of captivity;" even when made as pleasant as possible, Humans prefer death. This made Humans unsuitable to the Talosians for breeding stock, and Pike and his crew were released.The Talosians refused Pike's offer of trade and mutual understanding, claiming that Humans would use their powers of illusion to their own destruction. Instinct: Capture travelers to use as the living basis for their illusions

      • Create Illusions
      • Test humanoids
      • Need breeding stock for slave race
      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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    • Star Trek Beta XII-A Entity Solitary, Tiny, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous
      Energy Bolt (d10-2 damage) 16 HP 2 armor
      Hand, Ignores Armor
      Special Qualities: Transmutes Matter, Non corporeal, Telepathic, Can Heal

      The Beta XII-A entity was a non corporeal being composed of pure energy first encountered on Beta XII-A. The entity appeared as a small, circular pattern of multiple swirling lights in different colors, although it became red in hue and emitted a high-pitched wail when "feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by humanoids in close proximity to it. If these emotions were not present, the entity was capable of creating conditions to spawn such feelings. The entity appeared as a small, circular pattern of multiple swirling lights in different colors, although it became red in hue and emitted a high-pitched wail when "feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by humanoids in close proximity to it. If these emotions were not present, the entity was capable of creating conditions to spawn such feelings. The entity could control the instantaneous transmutation of matter, turning everyday objects into weapons and opening doors on a whim. It could pass through solid objects at will, teleport from one location to the next, and influence the thoughts of others (control monsters and NPCS and whisper "ideas" to players). It could heal a humanoid's mortal wounds, and could even alter a person's memories so that they remembered fictional family members and events that never existed. The entity appeared unable to communicate in any fashion understandable to a humanoid. Although its motives and nature were not wholly known, it lacked the same ethical standards of most humanoids and largely acted in a malignant fashion. Its only weakness appeared to be exposure to emotions of humor, good nature, and friendship; it was particularly susceptible to laughter. These emotions will drive it away from its present location. Instinct: Feed on harmful emotions

      • Manipulates Emotions
      • Telepathic control of NPCs
      • Only harmed by Magic and Magic Weapons
      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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    • Darius, Rival Bounty Hunter Solitary, Stealthy, Magical, Intelligent
      Hunter's Knife (b[2d10] damage 2 piercing) 12 HP 1 armor
      Close, Ignores Armor

      A highly successful bounty hunter, infamous in mercenary spheres for taking jobs alongside other adventuring crews, and coming back alone, the reward all his. Unbeknownst to his detractors, he's also perfectly happy to outright kill adventuring parties who've already completed their bounties and act as if he were one of them when claiming the reward. Darius long ago created a soul bond with a smoke spirit, allowing him to produce vast quantities of smoke from his hands and mouth, see perfectly through smoke, and move with incredible speed and grace through areas filled with smoke - the perfect skill set for an unscrupulous cutthroat. Instinct: To attack when they're at their weakest

      • Spring a magical trap
      • Fill the space with choking smoke
      • Move through smoke with supernatural speed
      • Create a duplicate out of pure smoke
      • Appear behind you, knife at your throat
      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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    • Brandalben Kommandant Group, Magical, Intelligent
      Albengroßschwert (b[2d8+4] damage 1 piercing) 10 HP 3 armor
      Close, Forceful

      Diese Anführer der Brandalben wurden von Elechtel selbst ausgebildet. Sie können nicht nur hervorragend Kämpfen, sondern sind auch noch in der Lage das Feuer in ihren Untergebenen zu nutzen um diese selbst in aussichtslosen Situation anzutreiben. Ihre Schwere Rüstung macht sie zwar langsamer, kann dafür aber auch nicht so einfach durchbrochen werden, was sie im Nahkampf zu äußerst gefährlichen Feinden macht Instinct: Elechtel zu Diensten sein

      • Führe die anderen mit großem Eifer
      • Kontrolliere die Flammen in den Herzen deiner Untergebenen
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    • Brandalben Spion Group, Stealthy, Intelligent, Construct
      Albenklingen (b[2d8] damage 1 piercing) 6 HP 1 armor
      Close
      Special Qualities: Telepathische Kommunikation untereinander

      Die Brandalben waren einst Elben aus den weit entfernten Ebenen, doch Elechtel nutzte seine dunkle Magie um sie zu verderben. Dies Raubte ihnen einen Großteil ihres freien Willens. Heute Arbeiten sie für den dunklen Magier und genießen seine Macht, die er mit ihnen teilt. Die Klingen, die sie tragen sind mit Runen versehen, die es ihnen erlaubt die Kräfte des Feuers zu rufen, dabei riskieren sie jedoch jedes mal einen Teil ihres Körpers. Dies führt zu den glühenden Brandwunden, die ihren Körper überziehen und sie in ewigen Qualen zurück lassen Instinct: Informationen für Elechtel sammeln

      • Infiltriere einen Ort mit der Macht des Feuers
      • Teleportier dich hinter deine Feinde
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    • Mandalar's trusted Group, Large, Construct, Terrifying
      Belch fire and strike enemy with claws (w[2d8+2] damage 1 piercing) 10 HP 5 armor
      Reach, Ignores Armor, Near
      Special Qualities: It can fly, Amalgamation of an animal and a human, Looks ugly af

      Two parts lioness, one part serpent, head of a human, and all the vicious magic one can muster. The actual ritual might vary, as might a detail or two—more creative sorcerers switch the flame breath for acid, perhaps. Used as a guardian, it matters little. The chimera is the worst sort of abomination: an intentional affront to all-natural life. Instinct: To protect Mandalar

      • Belch fire from his mouth
      • Swipe furiously as anyone nears the protector
      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 Last Knight of Wasnor Solitary, Divine, Devious, Intelligent, Terrifying
      Blade of Darkness (b[2d10+2] damage 2 piercing) 18 HP 2 armor
      Close, Forceful, Ignores Armor, Near
      Special Qualities: Scaly skin and sunken eyes

      The last knight of Wasnor was heavily favored by the old gods. A brilliant tactician and an even fearful swordmaster. Stripped off of his humanity, he is now forever in the servitude of the Darkness himself. Instinct: To cleanse the land off of every last resident of Stormhammer

      • To bring justice to those who did him wrong
      • Create the fog of darkness and disparity
      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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