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  • Kurul Solitary, Magical, Stealthy, Intelligent
    spells, dagger (d10 damage) 16 HP 4 armor
    Close, Ignores Armor, Far

    Instinct: cause chaos and mayhem

    • test
    • can read minds
    • has been granted divine power from Bruugh
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  • Roark, Half-Orc Warboss Solitary, Organized, Intelligent, Cautious, Terrifying
    Roark's Battleaxe (b[2d10+4] damage 3 piercing) 16 HP 4 armor
    Close, Forceful, Ignores Armor
    Special Qualities: Hangs the ears of his greatest foes round his neck like trophies.

    Instinct: To destroy

    • Savagely kill enemies with terrifying strength.
    • Call on his warband for support.
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  • Crab Person Slave Group
    Claws (d8 damage) 6 HP 3 armor
    Close
    Special Qualities: Slave

    Lowest of all in the Yellow City are the crab-people, who live outside the city in the mangroves and the rocks called the Topaz Islands, and are not permitted to enter the city proper except in servitude. They are barely intelligent things, but strong and tough, and they are sometimes forced to do manual labour or simple tasks, on pain of death or torture and for scant reward. They are undoubtedly unfortunate and pathetic beings, very meek of character, though the people of the city think of them as the reincarnated souls of criminals and breakers of taboo, and deserving of their miserable lot. They do not generally have names, though those in employment are often daubed with paint to signify who is their master. Instinct: Obey

    • Serve
    • Defend
    • Endure
    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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  • Slug Person Aristocrat Group, Magical, Intelligent
    Magical Bolt (d10 damage) 6 HP 0 armor
    Close, Near
    Special Qualities: Aristocrat of the ancient Yellow City, Slimy, Scholar

    In Yoon-Suin's Yellow City’s highest strata are the slug-people, the race who built the city's first buildings, founded its great civilisation, and who have lived there since, they say, the dawn of time. They alone are permitted to own fixed property, to import and export goods, and to attend many of the city's libraries, archives and madrassas. They are a pompous and effete people, fascinated by clothes and fashions and the decoration of their own appearances, though they love learning and study and pursuits scientific, aesthetic and sorcerous. Instinct: Punish lesser beings

    • Command
    • Summon Crab Person Slaves
    • Cast Spells
    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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  • Atomie Horde, Diminutive, Magical, Intelligent
    Needle (d6-4 damage 1 piercing) 3 HP 0 armor
    Hand
    Special Qualities: Flight

    Atomie's are the fey incarnation of indomitable courage. Despite their small size, atomie's are ready to take on the world. They often serve more powerful fey as honor guards, bodyguards and similar roles. When they ambush a target, their damage die increases by one step. Instinct:

    • Speak with animals
    • Can shrink people
    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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  • Cyclops Mage Lord Solitary, Large, Intelligent
    Spiked Knuckles (d10+3 damage 2 piercing) 20 HP 2 armor

    Cyclops mage lords used their prodigious magical talent and oracular insight to rule in the cyclops empires of old. With both empire and prophecy having faded, they reign of what is left with their magic. Despite their intellectual pursuits, they prefer to show off their dominance in combat by combining their magic with a brutal beat down. Instinct: To rule their home

    • Peer into the future to gain an advantage
    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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  • Cyclops Horde, Large, Intelligent
    Greataxe (d6+3 damage 1 piercing) 7 HP 1 armor
    Forceful
    Special Qualities: Death Attack

    Cyclopes once ruled great empires, their gift for prophecy allowing them to built a mighty empire. But when their empires collapsed and the very workings of prophecy fell apart, these mono-eyed giants were left without much to call their own. Now they wander a world lost to them, seeking new purpose in life. Instinct: To protect their home

    • Peer into the future to gain an advantage
    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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  • Sheep Ogre Solitary, Large
    Crushing Limbs (d10+4 damage) 20 HP 1 armor
    Forceful

    The Sheep Ogre resembles a sheep standing on hind legs with massive humanoid arms(albeit still black and covered in white wool). The Sheep Ogres aren't incredibly intelligent and often mistake ordinary sheep for children of their own kind. Most Sheep ogres adopt entire herds and watch over them. Ordinary sheep seem compelled by the calls of a sheep Ogre and follow obediently. Instinct: To Tend Pastures

    • Command Sheep Flock
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  • Horned Hag Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder
    Tail Whip (d8 damage) 12 HP 1 armor
    Close, Reach, Near

    The Horned Hags were mortal witches who abandoned their humanity to align themselves with the Horned God and his Face. They become immortal and grow large horns on their heads and long tails. Like the fae they serve these mortals lose a lot of their empathy as well as gain an intense desire to enjoy themselves with pranks and tricks Instinct: To take enjoyment at another's expense

    • Play Harmful Prank
    • Tell Impossible Lie
    • Change a creatures shape
    • Bestow a curse
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  • Red Conjurer Group, Magical, Organized, Intelligent
    Monstrous Body Part (d6+2 damage) 6 HP 0 armor
    Close

    The art of red conjuration refers to the summoning and binding of devils, a practice that is outlawed in most societies. Binding a devil involves sacrificing a limb or body part and having it be replaced by that of a devil's. This body part allows them access to powerful sorcery and often a monstrous limb to defend themselves with. Instinct: To Fullfill Their Greatest Desire

    • Summon Devil
    • Devil's Sorcery
    • Contact Cabal
    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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