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  • Orestes, el Forjador Loco Solitario, Enorme, Mágico, Divino, Inteligente, Cobarde, Planar, Aterrador
    Garras como cuchillas, tecnología de Carcosa (b[2d12+7] damage 1 piercing) 60 HP 7 armor
    Alcance, Impactante, Ignora armadura, Lejos
    Special Qualities: Mutado y engrandecido por la magia oscura de Carcosa, 8 Brazos, Harapos, cuelga bocabajo

    Orestes, el Forjador Loco. Nació sin la habilidad requerida para crear eras y continentes tan perfecta como la del resto. Se dice que se exilió de Levaryck durante eones y, cuando volvió lo hizo completamente loco, habiendo modificado y reforjado su cuerpo de formas horrorosas. Se dice que tan retorcido era su nuevo ser, que necesitaba colgar bocabajo para poder existir. Desoyendo al resto de Forjadores, Orestes comenzó a crear su megápolis de pesadilla, sepultando al Océano Primordial del mundo y creando habitantes tan horrendos como él. Cobarde, maquinador e inteligente, tiene pleno control sobre Carcosa gracias a los rituales mágicos con los que imbuyó su creación. Se encuentra atrapado en un bucle temporal que él mismo creó para evitar la muerte. Es una enorme figura humanoide envuelta en harapos amarillentos que cuelga bocabajo de la cima de la Torre de las Híades. Tiene 4 pares de brazos contrahechos, alargados y elongados, y nadie puede imaginar las terribles deformidades que esconden sus andrajos y vendas. Instinct: Alzar Carcosa de nuevo

    • El Rey Colgado de Carcosa
    • Utilizar a su antojo la ciudad como parte de su cuerpo.
    • Atrapado durante milenios en un bucle
    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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  • Mr. Hundred Solitary, Stealthy, Intelligent
    99 daggers (b[2d10+2] damage 1 piercing) 12 HP 0 armor
    Close

    Instinct: To gain the upper hand

    • Pincers to the throat
    • Tangle through their legs
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  • Quetzalcoatl Solitary, Large, Stealthy, Magical, Intelligent, Hoarder
    Bite and tear (b[2d10] damage 2 piercing) 16 HP 2 armor
    Special Qualities: Flight

    Giant feathered serpents, soaring through the clouds. Fiercely protective of their territory, most easily avoided by travelling on the ground and keeping in the shelter of bushes and shrubs. They have an amicable relationship with the locals, who seem to be trying to gradually train and domesticate them. Instinct: To patrol and protect it's territory

    • Swoop in and swirl back
    • Shimmering plumage camouflage
    • Emit a powerful rainbow flash from it's maw, dazzling and blinding
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  • Apple Wyrm Group, Huge, Stealthy, Divine
    Teeth like swords (b[2d10+9] damage 4 piercing) 20 HP 2 armor
    Reach, Forceful, Ignores Armor

    As large as the largest trees of Asgard. Skin like ironwood bark and a flame that could melt iron, indistinguishable from a mundane tree, aside from the large golden growths resembling apples that grow from their scales. While one is formidable in its own right, The Orchard where Idun rules contains numbers innumerable. Instinct: Defend immortality

    • Burn those that would encroach on the orchard.
    • Strike from the trees
    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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  • Kalarel the Vile Solitary, Divine, Magical, Intelligent
    Spell attack (d10+2 damage) 12 HP 0 armor
    Close, Near, Far

    Instinct: Summon Thing

      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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    • Mimic Solitary, Small, Stealthy, Amorphous
      Bite (d10 damage) 15 HP 1 armor
      Hand
      Special Qualities: Shapeshifter

      These amorphous shapeshifters lurk in the odd corners of the world where they lure in prey by shifting into things of value. Once something reaches out and touches the mimic these creatures attack whatever is contacting it and consume it. Their skin is sticky holding those that touch them. Instinct: To consume

      • Shapeshift into valuables
      • Adhere and attack
      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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    • Sunken Hoarder Solitary, Huge
      Crushing Grasp (d10+5 damage) 20 HP 1 armor
      Reach, Messy, Forceful
      Special Qualities: Underwater Breathing, Tentacles

      These huge creatures spend their time sitting on the ocean floor looking through their hoard of detritus. Once disturbed however they swim to the surface where they tower over all that moves above. They demand tribute from all that pass through their domain and failure to do so will result in you joining their hoard. Half rocky, covered in barnacles, their troll like appearance is deceptive. If their hands don't crush you their lower tentacles will surely bring you to a watery grave. Instinct: To hoard

      • Demand toll
      • Grab and crush
      • Drag down
      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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    • Fallen Adventurers Group
      Cold and Pitted Steel (b[2d8+2] damage) 6 HP 4 armor
      Close
      Special Qualities: Puppet

      The party made it inside the forgotten tomb only to die immediately. They all wear scale mail, and the leader wields the "Fate Cutter" but can't use it beyond a simple longsword as its intelligence is long gone. Instinct: to follow orders

      • Move unpredictably
      • Sacrifice one member to lock down an enemy
      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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    • Wight Solitary, Intelligent, Hoarder, Terrifying
      Longbow (b[2d10+2] damage) 14 HP 2 armor
      Close, Reach, Near, Far
      Special Qualities: Emaciated rotting flesh

      The horrifying visage of the wight grants them an advantage as its prey often freezes in place upon seeing it. Though no longer able to speak, its intelligence is clear in the tactics it uses when it does need to get into a fight. Instinct: To destroy the living

      • Raise those it has recently slain
      • Recover by draining life out of a creature it can touch
      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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    • Serpent's Eye Alchemist Group, Stealthy, Magical, Devious, Intelligent, Hoarder
      Alchemical grenade (d6+2 damage 2 piercing) 14 HP 3 armor
      Close, Forceful, Near

      Alchemists working for the Serpent's Eye, trusted with the secrets of how to make the dragon-blood "steroids". You don't have to be crazy to be one of them....but it certainly helps. That they've been partially transformed also helps. Clearly fond of experimenting, and adventurers make great test subjects. Instinct: Dissolve the bonds and barriers of society

      • Concoct alchemical solutions...and alchemical problems.
      • Grenades can blind or bind as well as blow up
      • Alchemy solves EVERYTHING!!!
      • Acid and fire that linger on armor and skin
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