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  • Unfinsished Construct Solitary, Intelligent, Construct, Amorphous
    Armaments (d10+2 damage) 23 HP 6 armor
    Close, Forceful, Far
    Special Qualities:

    In the center of a large, carved chamber lies a creature that is roughly humanoid in appearance and size, comprised of a mix of organic and inorganic materials. Its face bears recognizable features (2 eyes, hinged mouth), and its body is obviously missing components: some armor on its chest and right leg, its right arm lacks a hand. None of the working on it is orkish- it is inscribed with both human and dwarfish markings, and is wearing nondescript clothing. Holds a bastard blade in its left hand, and has a crossbow over its right shoulder that it can control like an extension of itself. What exists of its right arm is heavily reinforced. The construct is an early attempt at creating a Warforged - it exists, and is powered by a powerful magical artifact where a heart would be on a human. Instinct: To socialize and learn

    • Defend self wildly. Frenzied attack.
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  • Unfinsished Construct Solitary, Intelligent, Construct, Amorphous
    Armaments (d10+2 damage) 23 HP 6 armor
    Close, Forceful, Far
    Special Qualities:

    In the center of a large, carved chamber lies a creature that is roughly humanoid in appearance and size, comprised of a mix of organic and inorganic materials. Its face bears recognizable features (2 eyes, hinged mouth), and its body is obviously missing components: some armor on its chest and right leg, its right arm lacks a hand. None of the working on it is orkish- it is inscribed with both human and dwarfish markings, and is wearing nondescript clothing. Holds a bastard blade in its left hand, and has a crossbow over its right shoulder that it can control like an extension of itself. What exists of its right arm is heavily reinforced. The construct is an early attempt at creating a Warforged - it exists, and is powered by a powerful magical artifact where a heart would be on a human. Instinct: To socialize and learn

    • Defend self wildly Frenzied strike
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  • Unfinsished Construct Solitary, Intelligent, Construct, Amorphous
    Armaments (d10+2 damage) 23 HP 6 armor
    Close, Forceful, Far
    Special Qualities:

    In the center of a large, carved chamber lies a creature that is roughly humanoid in appearance and size, comprised of a mix of organic and inorganic materials. Its face bears recognizable features (2 eyes, hinged mouth), and its body is obviously missing components: some armor on its chest and right leg, its right arm lacks a hand. None of the working on it is orkish- it is inscribed with both human and dwarfish markings, and is wearing nondescript clothing. Holds a bastard blade in its left hand, and has a crossbow over its right shoulder that it can control like an extension of itself. What exists of its right arm is heavily reinforced. The construct is an early attempt at creating a Warforged - it exists, and is powered by a powerful magical artifact where a heart would be on a human. Instinct: To socialize and learn

    • Defend self wildly
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  • Unfinished Construct Solitary, Large, Construct
    Armblade (b[2d10+4] damage 2 piercing) 24 HP 3 armor
    Forceful
    Special Qualities:

    Instinct: Grow in power, complete itself

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  • Terracotta Titan Horde, Huge, Divine, Construct
    Titanic Weaponry (d6+9 damage 3 piercing) 21 HP 3 armor
    Reach, Forceful, Messy
    Special Qualities: Ceramic Body

    Grave goods in the form of model soldiers - even full-sized ones - are not unheard of. Making such sacrifices as such a gift to a primordial power of earth would more than likely end with them animating such soldiers, and forming a horde of automatons. But what if whoever was making these sacrifices... were titans? Not just a horde of terracotta automatons, but ones that are way, way, too big. Just as well the controller of such an army is sleeping forever bound deep beneath the earth... right? Instinct: To Follow Orders

    • Crush anything opposing it
    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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  • Jabberwock Solitary, Huge, Magical, Stealthy, Intelligent, Hoarder, Terrifying, Amorphous
    Snapping Claws (d12+5 damage 1 piercing) 23 HP 5 armor
    Reach
    Special Qualities: Wings, Impossible biology

    Instinct: To remain a mystery

    • Madly jibber
    • Act erratically
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  • Grapplersnappler Group, Magical, Devious, Intelligent, Terrifying
    Garrote wire (d6+2 damage) 6 HP 0 armor
    Close, Near
    Special Qualities: Lanky, leathery skin, stinks

    Instinct: to kidnap and eat

    • Garrote
    • Teleport 50 feet away with a restrained target
    • Can separate you from your allies
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  • Meka Solitary, Large, Divine, Intelligent
    Body (b[2d10+6] damage) 22 HP 3 armor
    Forceful, Ignores Armor, Near

    Instinct: To win the games

    • Take down the Wielder
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  • Crystal Dragon Solitary, Huge, Magical, Intelligent, Hoarder
    Breath attack (d12+3 damage 2 piercing) 24 HP 6 armor
    Close, Ignores Armor, Near

    Instinct: To hoard the world

    • Breath crystallizing fumes
    • Crystal Magic, pure arcane 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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  • Crystal Giant Solitary, Huge, Construct
    Crushing Strikes (d10+5 damage) 28 HP 5 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Crystaline

    A gigantic crystal golem Instinct: Crush indruders

    • Cause hazards to fall
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