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  • Generic Bandit_v2 Solitary, Intelligent, Cautious, Hoarder
    weapon_use (d10 damage) 12 HP 2 armor
    Close

    Second standard Bandit Instinct: to steal, to harm

      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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    • Generic Bandit Group, Intelligent, Cautious, Hoarder
      Weapon_use (d8 damage) 6 HP 2 armor
      Close

      This is a standard Bandit Instinct: to steal, to harm

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    • Dark Stalker Throatslitter Solitary, Stealthy, Magical, Intelligent
      Twin Blades in the Dark (b[2d8] damage 2 piercing) 12 HP 3 armor
      Close
      Special Qualities: Can sense magic, Weak to light

      Some dark stalkers lead from home. Others from the front. Dark stalker throatslitters lead groups of dark folk stealth operatives on mission of finesse and guile, operating as much as possible under the cover of darkness. Instinct: To lead its kindred

      • Explodes into flames upon death, for D4/D6 damage with the Fire Elemental and Forceful tag
      • Damage die upgrades by two steps when ambushing
      • Can conjure darkness and fog
      • Uses weakening poison
      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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    • Dark Stalker Solitary, Stealthy, Magical, Devious, Intelligent
      Twin Swords in the Dark (b[2d8] damage 1 piercing) 12 HP 1 armor
      Close
      Special Qualities: Can detect magic, Weak to light

      The dark stalkers are the leading caste among the dark folk. They are born into a position of authority and expected to load and command their race towards even greater days. Instinct: To lead its kindred

      • Explodes into flames upon death, for D4/D6 damage with the Fire Elemental and Forceful tag.
      • Damage die increases by one when ambushing
      • Can conjurer darkness and fog
      • Uses weakening poison
      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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    • Dark Creeper Backstabber Horde, Small, Stealthy, Magical, Devious, Intelligent
      Dagger in the dark (d4 damage 1 piercing) 3 HP 1 armor
      Close
      Special Qualities: Can sense magic, Weak to light

      All dark folk have a connection with the dark. Dark creepers who serve on the frontline(As much as the stealth loving dark folk can be said to have those) train hard in making decisive blows with their daggers. Instinct: To serve its kindred

      • Explodes into blinding light when killed
      • Damage die upgrades by two steps when ambushing
      • Can create darkness
      • Uses weakening poison
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    • Dark Creeper Horde, Small, Stealthy, Devious, Intelligent, Magical
      Blade in the Dark (d4 damage 1 piercing) 3 HP 1 armor
      Close
      Special Qualities: Can detect magic

      Dark creepers are the lowest caste of the dark folk. Their lot in life is service to their betters, a task they take too with an almost fanatical dedication. Instinct: To serve its kindred

      • Explodes into a blinding light when killed
      • Damage die increases by one when ambushing
      • Uses weakening poison
      • Can create darkness
      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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    • Jinkin Horde, Tiny, Intelligent, Planar
      Shiv (d6-2 damage 1 piercing) 7 HP 2 armor
      Hand

      Jinkin are one of the gremlins, fey born out of entropy. Jinkins focus their talent on sabotaging machinery and mechanisms, causing them to malfunction in ways that never cease to amuse the tiny fey. Anybody who works with technology rightly hate the little beings. Instinct: To make things break

      • Sabotage items
      • Can curse items when in larger groups
      • Damage die increases by one step when ambushing
      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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    • Satyr Frenzyheart Solitary, Magical, Planar, Evasive
      Greataxe (d10+4 damage 3 piercing) 12 HP 1 armor
      Close, Forceful

      For some satyrs, nothing beats the feeling of adrenaline rushing through their veins, as they face down an opponent. Addicted to the risks they take and the rage that burns in them, they throw themselves at opponents with wild abandon, losing themselves in a bloody revel. When beneath half life, their damage die increases by one. Instinct: To enjoy life

      • Enchant people with their pipe
      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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    • Satyr Horde, Magical, Intelligent, Planar, Evasive
      Dagger (w[2d4] damage 1 piercing) 3 HP 0 armor
      Close

      Satyrs are the fey embodiment of the wild side of youth. Rambunctious, lustful, party-loving, hard-drinking. Satyrs prefer to enjoy life at full speed, dancing from encounter to encounter, living fully for today. Instinct: To enjoy life

      • Enchant people with their pipe
      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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    • Ursae Solitary, Large, Magical, Intelligent, Construct, Terrifying, Amorphous
      Claws and fangs (w[2d10] damage) 27 HP 5 armor
      Near
      Special Qualities: defending wizards while they cast long or self-dangerous spells, it is made from any creature's bones

      It's horrible. It's a giant bear made of bone and eats flesh of any living creature by pure instinct and hunger. Can be called only to defend any wizard that needs to cast a long or self-dangerous spells. It can be summoned from zero at any place where it exists enough bones of any creature to made its body. The more bones are available, the bigger the bear is. Ancient magic protects him, and is tremendously smart due to its ability to defend its master from any danger, so it's very hard to kill. The more flesh it eats, the more bones it uses to get himself bigger, and once his task is done, it runs freely on its own until is called again by another wizard in need of protection, so it only dissapears for good once you kill it. Instinct: Pure Hunger

      • A bone made bear who eats living flesh
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