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  • Dunfell Townfolk Horde, Organized
    Pitchfork (d4 damage) 3 HP 0 armor
    Close

    Dunfell's a nice town, y'hear? You might not appreciate it, but we do. An' if'n you don't, well, me and my six cousins and sisters think that maybe you oughta leave. Instinct: Keep Dunfell for Dunfellers.

    • Close ranks and shoo off outsiders
    • Form an angry mob
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  • Clarissa Dunlop Solitary, Huge, Devious, Intelligent, Hoarder, Terrifying, Amorphous
    Envelop in her fleshy walls (d10+5 damage 2 piercing) 31 HP 6 armor
    Reach, Forceful, Near, Far
    Special Qualities: Stretched throughout the house

    Clarissa Dunlop was a wee girl when her family came to the town now known as Dunfell. While playing near the beach, she found the first Dunfell Mollusc washed up and gasping for breath on the shore. She took it home to look after it; she never left the house again. The influence of the Progenitor Mollusc that lives inside her has kept her alive for unnatural long years and twisted her form beyond recognising. Her amorphous body now fills the Dunlop Manor basement and is stretching throughout the lower floors, her skin stretching across the walls and grabbing anyone who gets too close. She's unable to move, but she can always bring more of her precious boys to help her with just a push. Instinct: Keep safe. Keep warm. More boys to protect me. Yes. Yes.

    • Birth more Dunlop Boys
    • Incessantly scream for aid from the Dunlop Boys around the Manor.
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  • Avusil, Elven Sharpshooter Group, Stealthy, Magical, Intelligent, Hoarder
    Murder and Shatterspiece Salutation Rifle (b[2d8] damage 2 piercing) 6 HP 1 armor
    Close, Near, Far

    When the war came, they served because the public lands had been confiscated from the common fey, and they knew no other trade but that of the gun. Now the war is over, but someone handy with a gun is always in demand. Instinct: To kill for money, quick and clean.

    • Lineup a near impossible shot.
    • Establish a hidden sniping post
    • Cast an old elven spell of the woods
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  • Brother, Hollow Clockwork Man Group, Construct
    Brazen Fists (d8+4 damage) 14 HP 2 armor
    Close, Forceful
    Special Qualities: Uncanny sense of time, bound to it's kin, Hidden tools, Hollow compartments

    It was once a man. It was once a brother, a father. It was once a man. All else has faded. It had family. It must protect them; it's all it has left. Instinct: To protect those it once loved

    • Guard it's still living kin.
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  • Razia, Satyr Songblade Mercenary Group, Magical, Intelligent, Cautious, Hoarder, Planar
    Songblade (b[2d8] damage) 6 HP 3 armor
    Close, Near
    Special Qualities: Goat legs, resistance to alcohol

    A house of mirth graduate turned expert mercenary. Trading in her lute for the screams of the dying and the song of steel on steel may not seem like a good bargain, but it pays well. Instinct: To fight for coin

    • Inspire those mercs under her command
    • Infuse her song with magic to heal or confuse
    • Party beyond all reason
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  • Young Conjurer Horde, Magical, Devious, Intelligent
    Conjured Weapons (d4 damage) 3 HP 0 armor
    Close, Near

    A conjurer of cheap tricks: rats, implings,perhaps a drake or two. Privy to just enough knowledge of the other realms to be dangerous, especially if they fall into service to something desperate for expendable troops and ways to other worlds. Instinct: To call forth otherworldly help

    • Conjure minor monsters from beyond
    • Perform a basic spell of protection or binding
    • Summon something beyond it's ken
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  • The Dunfell Mollusc Group, Tiny, Stealthy, Devious, Amorphous

    The Dunfell Mollusc is a disgusting leech-like creature only found in Dunfell and presumably only birthed by Clarissa Dunlop and her undulating brood. They can posses the mind of any creaure they crawling into the mouth off via a secreted hallucinogenic. A low level hive mind, they serve to protect their progenitor and ensure the survival of their pitiful species. Instinct: To find a host and command it for the better of all Dunfell Molluscs

    • Crawl into the nearest open mouth
    • Scutter away
    • Command host creature
    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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  • Dunlop Boy Group, Intelligent, Terrifying
    Flailing limbs (b[2d8] damage) 10 HP 1 armor
    Close
    Special Qualities: Disgusting parodies of men

    Clarissa Dunlop, or Mother Dunlop as her brood call her, has a lot of children. A lot. All of the Dunlop Brood emerged from Clarissa fully grown men - or, nearly-men. The Dunlop Boys love their mother and will do anything to protect her. Some of them look more or less human, most of them very much less. When venturing outside, they may wear stolen clothes or rags, but inside the oppressive warmth of Dunlop Manor, they're more than likely naked, all the better to feel Mother Dunlop's skin against theirs. The most peculiar aspect of the Dunlop Boys is their constantly roiling skin, which comes from the scores of Dunfell Molluscs that live within them. Every Dunlop Boy is born with these creatures as part of him, and can vomit them forth, all the better to spread the Dunlop's particular style of thinkin'. Instinct: To protect Mother Dunlop and spread the Dunlop Molluscs

    • Barth forth Molluscs.
    • Call other Dunlop Boys from further in the house
    • Charge en masse
    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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  • Arachnoid Flesh Golem Solitary, Construct, Terrifying
    Mandibles (d10+4 damage) 16 HP 1 armor
    Close, Messy
    Special Qualities: Climb walls and ceiling, Vulnerable to fire

    A freaking spider made of gory human body parts! Instinct: Destroy intruders

    • Belch veiny webbing
    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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  • Gate-Crow Group, Tiny, Magical, Devious, Terrifying
    Magic Beak (d4 damage) 6 HP 4 armor
    Hand, Ignores Armor
    Special Qualities: Imitates voices from your past

    Gate-Crows chew on the tethers that link the dead to the land of the living. To the dead they provide an invaluable link in the Black Gate's ecosystem, allowing spirits to pass on with peace and grace. But to the living these crows, with feathers that eat light and eyes that reflect your darkest deeds, Gate-Crows are dangerous. They get together in great murders and chew on all of the ethereal tethers that keep you in the land of the living. Odds are they won't untether a seasoned adventurer from their life but they will inflict damage, causing your life to be slightly different than what you remembered as those tethers take damage. Instinct: To devour tethers to the living world

      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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