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  • Neck Beard Group, Tiny, Magical, Stealthy, Terrifying, Amorphous
    Leaches life from it's prey. (d6-2 damage) 13 HP 5 armor
    Hand
    Special Qualities: A collection of small, coarse hair.

    The dreaded neck beard can be found anywhere where obsessive pursuits are practiced, or near those who are disconnected from reality (also, it's strangely found near fedoras). It appears to be an innocuous pile of hair until it strikes and forces it's prey to attack it's allies (use a defy danger + WIS to resist). If resisted, the neck beard leeches the life-force from it's unwilling host. Instinct: To control the weak-minded.

    • Mind Control. It attaches itself to the target then controls the target for a brief amount of time.
    • It generally appears as a strange pile of hair. Until the target gets too close, then it strikes!
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  • Sentient Pickle Barrel Solitary, Small, Intelligent, Amorphous
    Wooden slap (d8 damage) 23 HP 2 armor
    Close

    The sentient pickle barrel seeks to pickle all there is! It's urge is unquenchable. With it's magically created spindly arms and legs, it rends the dead flesh of those it has slapped to death and put them inside itself where they are pickled. Instinct: To pickle others

    • Absorb. It rends apart the dead and pickles the parts.
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  • The Dark Elf Queen Solitary, Divine, Magical
    Deadly spell (b[2d12+2] damage 1 piercing) 16 HP 4 armor
    Close, Ignores Armor, Far

    The dark elf Queen wants power at any cost. She uses her legions to dominate any creature she comes across. Even when her guards have been taken out, she poses a severe threat as she is a dark magician. Instinct: To Dominate

    • Dark Magic
    • A blast of dark energy
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  • Elemental Wizard Solitary, Magical, Devious, Intelligent
    Create Lighting (b[2d8+2] damage 1 piercing) 12 HP 4 armor
    Close, Forceful, Near, Far

    Wizard that can create and manipulate the elements. Instinct: Manipulate elements

    • Use elements
    • Create fire beings
    • Drown with water
    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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  • Ogre Chief Horde, Large, Organized, Cautious
    Giant Spiked Club (d8+4 damage) 11 HP 2 armor
    Forceful

    The ogre chief stands a head taller than all the others. All across its body are pelts and hides from many different creatures. Between all this patchwork armor you can make out massive scares from many battles. Two large teeth jut from its lower jaw, both are long and yellowed. Long his waist line are skulls of many different creatures. Hanging from one larger skull through the eye socket is a knife to him, a sword to you. He has at his side a giant club covered in thick knobs. Instinct: to control everything weaker

    • pounding
    • Roars loudly
    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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  • Brando Oreborn Group, Organized, Intelligent, Hoarder
    Fists (d8+2 damage) 10 HP 0 armor
    Close, Forceful

    Brando was a thick-necked orc miner who lost his leg in a cave-in and grew to rely on his cunning as a union leader. He might not be able to reach you, but he knows someone who can. Instinct: To Monopolize

    • Threaten mass action
    • Shout for "the boys"
    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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  • Ogre Group, Large
    clubbing (d6+2 damage) 10 HP 0 armor
    Forceful, Near

    The ogre stands tall and muscly, often wearing the pelt or skins of its previous meal. It's disheveled and grotesque look is only slightly worse than its temper. Enraged this creature will smash the nearest threat, otherwise its stupidity will usually be its undoing. Instinct: To eat anything smaller than it

    • Swings violently at the nearest threat
    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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  • Conjuration Wizard Solitary, Magical, Intelligent, Cautious
    Conjure Arrows (b[2d10] damage) 12 HP 7 armor
    Close, Reach, Near, Far

    A wizard that specializes in Conjuration magic. It can create objects for attack (such as arrows from it's wand or hand weapon) or things to protect itself (such as a shield or a wall). Instinct: Create to fight

    • Conjuration Magic
    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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  • Horde, Organized, Construct, Terrifying
    (d6 damage) 11 HP 0 armor
    Close
    Special Qualities: , ,

    Instinct:

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  • Possessed Dog Horde, Small, Stealthy, Organized
    Bite (b[2d6] damage) 7 HP 0 armor
    Close, Near

    The dogs were common around the city, especially the meat packing district, but something changed the night of the riot. There red eyes shown out of the ally on the first patrol of the second watch. I could not decide which f it was a rat or a dog. That howl chilled my bones and soon it’s larger brethren bounded down the street. I barely made it back to the watch house before being overtaken. Instinct: To feed

    • Feeds the on the flesh of the weak.
    • Trip
    • Howl
    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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