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  • Nigromante Solitary, Divine, Magical, Intelligent
    Alzar a los muertos. (2d4 damage 1 piercing) 14 HP 4 armor
    Close, Far

    Un nigromante es un hechicero, un mago versado en conjuro antinaturales que le permiten traer a los t de regreso a este mundo, conviertiéndolos en sirvientes no muertos de su voluntad. Suelen utilizar dagas ornamentadas para atacar. Pero su forma de atacar mas común es reviviendo a los muertos y haciéndolos pelear para su beneficio. Instinct: Traer de vuelta a los muertos

    • Apuñalar
    • Levantar no muertos.
    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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  • Orc Dire Wolf Rider Group, Large, Organized, Intelligent, Terrifying
    Spears, Teeth, and Claws (d8+2 damage) 10 HP 1 armor
    Reach
    Special Qualities: Lupine ferocity

    Orc cavalry doesn't use horses. Orcs regard horses as food rather than steeds. Instead they use the mighty dire wolves, fell creatures able to tear someone limb from limb, so naturally having an orc spear-wielder riding atop one makes it even more dangerous. Instinct: To Hunt and Kill

    • Run down prey
    • Summon the horde
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  • Orc Harrier Group, Stealthy, Organized, Intelligent
    Spears and javelins (d8 damage) 6 HP 0 armor
    Close, Reach, Near

    Orcs are wily creatures, and skirmishing is not strange to them. While the majority of the horde might be wading in or charging forth, the harriers stymie and harry their foes, wearing them down and leading them into traps or acting as a vanguard before the horde proper arrives. To orcs, any edge is worth it if it needed for them to do as they want. Instinct: To hunt and skewer

    • Thrust or throw then dart away beyond reach
    • Use traps to snare their prey
    • Blow the horns to summon the horde
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  • Orc Archers Horde, Organized, Intelligent
    Bows and arrows (d6 damage) 3 HP 1 armor
    Close, Near, Far

    Even Orcs who love fighting in close quarters have archers. And why not? Orcs lack honour, so softening up foes with poisoned arrows before their infantry close into the slaughter was bound to happen! Instinct: To fight (at a distance)

    • Lay down a hail of poisoned arrows
    • Call a horde to its defence
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  • The Sorcerer Solitary, Magical, Intelligent, Cautious
    Bone lance (d10 damage 1 piercing) 12 HP 7 armor
    Close, Far

    The sorcerer is the last of the Eyvind Clan, a lonesome practicioner of necromancy and other dark arts seeking to suceed where its ancestors failed. Instinct: To awake and control the slave

    • Control the will of lesser creatures
    • Conjure deadly aparitions
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  • The husks Horde, Organized
    Mishapen hands (d6 damage) 11 HP 0 armor
    Close

    The husks are the unwilling servants of the Sorcerer. A simple spell of mass posession was enough to convert them to little more than ghouls ready to follow all its commands. Instinct: To destroy the enemies of the sorcerer

    • Follow the will of the sorcerer
    • Overwhelm a dangerous foe
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  • The slave of Eyvind Hall Solitary, Huge, Magical, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous
    Void wave (d12+7 damage) 23 HP 6 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: An always changing form of smoke and darkness

    The slave has been trapped in Eyvind for many centuries, trapped by the elven researchers that once owned the Halls. It is dormant, but the promise of great power and terrifying knowledge is almost palpable. Instinct: To be freed

    • To wait in forced slumber
    • Call forth a visage of the void
    • Show the power of being devoted to the lords of the void
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  • The Lurer of Eyvind Hall Solitary, Large, Stealthy, Intelligent, Cautious
    Jagged stone maw (d10 damage 1 piercing) 20 HP 4 armor
    Special Qualities: A knack for illusions

    The lurer is a lonesome rocky creature, its skin is akin to the craggy exterior of rough underground tunnel, with many a jagged point and quite difficult to pierce through. Sadly, this isn't the only problem it may pose to adventurers, it's uncanny proficiency for illusions allow it to mesmer unwary victims close enough to be ambushed and quickly killed. Instinct: To eat greedy fools

    • Lure the unwary with shiny baubles
    • Camouflage using its rocky appearance
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  • Low Teyik Group, Large, Construct
    Sword, Hammer, Ax, Claws (d8+4 damage) 18 HP 2 armor
    Forceful, Reach
    Special Qualities:

    Four armed constructs of limited intelligence. Protective automatons that will carry out the orders of their master at all cost. Instinct: Protect the High Teyik

    • Execute orders without question
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  • High Teyik Group, Stealthy, Magical, Intelligent, Construct
    Shotel Sword (b[2d8] damage 1 piercing) 13 HP 3 armor
    Close
    Special Qualities: It is a construct built to serve and protect the Ulfire Men

    Instinct: To serve the Ulfire men

    • Attack with uncanny precision
    • take a hostage
    • Magic Missile, Charm Person
    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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