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  • Glass golem Horde, Magical, Stealthy, Intelligent, Construct
    glass blade hands (d6 damage 1 piercing) 7 HP 4 armor
    Close
    Special Qualities: Controlled by a magical link

    It looks like any other person until it's activated. Then all hell brakes loose. Constructed long ago by mad glass alchemist Instinct: to infiltrate

    • Obeys
    • Can look like some person
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  • Fire Cultist Group, Intelligent
    Fire Magic (b[2d8] damage) 10 HP 1 armor
    Close, Ignores Armor, Near
    Special Qualities: Powered by the Flame - Resistant to heat and cold

    Dramatic, dynamic, impulsive. Some fire cultists seek to burn down the established order and be reborn anew, while others just like to watch the world burn. With a flare for the dramatic, they see all problems as just so much kindling, waiting for the proper spark. Instinct: To spread like wildfire

    • Slash and Burn - When in doubt, burn it out
    • Spark the Flame - Charismatically urge a crowd into action
    • Inferno - Cause chaos in your pursuit and leave ashes in your wake
    • Firebend - Control the element of fire
    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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  • Water Cultist Group, Stealthy, Magical, Organized, Intelligent, Hoarder
    Saw-toothed blades (b[2d8+2] damage 1 piercing) 6 HP 1 armor
    Close

    Adaptable, Opportunistic, Persistent. Like the sea itself, water cultists seem to fill any gap and flow easily into any new opportunity. Always in search of a way they can profit, they are endlessly adaptable, and given enough time can bypass any defense, either by rerouting or slow erosion. Instinct: To profit from changing circumstances

    • Drown Out the Competition - Adapt and exploit a new opportunity
    • Piracy - Steal something valuable from a foe
    • Summon the Wave - Control the element of water
    • Double-Crosser - Reveal a foe's ally to secretly be a cultist in disguise
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  • Earth Cultist Group, Magical, Organized, Intelligent, Cautious
    Blunt weapons - Fists, clubs, hammers (d8+2 damage) 10 HP 5 armor
    Close, Forceful

    Intractable, determined, plodding. Earth cultists are militaristic and conduct themselves so. They doggedly endure training to be tougher than the average fighter, and only consider retreat as a last resort. They are content to slowly spread their territory of control, and see all conflicts as battles in a greater war. Instinct: To gain territory

    • Stand Your Ground - be unyielding when met with force
    • Earthshape - Control over the earth element
    • Call in the Cavalry - Summon reinforcements to come to the rescue
    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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  • Air Cultist Group, Stealthy, Devious, Intelligent, Hoarder
    Throwing Knives (d6 damage 1 piercing) 6 HP 0 armor
    Close, Near, Far

    Impetuous, deceptive and flighty. Air cultists have lofty ambitions and invisible desires. They have a penchant for petty politics, and prefer to strike from an advantageous position. They have no qualms about fleeing when the tables are turned. Instinct: To rule the skies

    • Divebomb - Drop on unsuspecting foes from above
    • Feint - Deceive opponents as to one's actions or motives
    • Find the Weak Spot - Identify and capitalize on a foe's weakness
    • Will of the Wind - Control the element of air
    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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  • Ekimmu Solitary, Magical, Stealthy, Devious, Terrifying
    lncorporeal touch manifests as supernatural aging (d8 damage) 16 HP 4 armor
    Close, Ignores Armor
    Special Qualities: Sense living things and creatures without seeing them., Incorporeal

    An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth. It is greatly feared, for it attaches itself quite easily to virtually any living person regardless of whether that person has been acquainted with the dead one. Once it has possessed a living host, it is very difficult to exorcise. An ekimmu roams the lands near where it was killed. Though it is not bound to the area, it feels a sense of connection to it and rarely wanders more than a few miles from it. An ekimmu has no permanent lair and wanders its realm perpetually, always on the move. ' An ekimmu roams the earth, seeking victims to possess and using its hosts to bring misfortune and death to the living. Its howling in the night is often the only warning of its approach. In battle, it uses its array of abilities to defeat and destroy its opponents, opening combat with its paralyzing howl and then using its malevolence to attack a target it deems weak—willed and open for possession. Instinct: Bring misfortune and death to the living

    • Possess the living
    • Can merge body with creature on Material Plane
    • Howl paralyzes foes
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  • Demon Scorpion Solitary, Large, Divine, Devious, Planar
    Stinger (d10+4 damage 2 piercing) 16 HP 2 armor
    Near

    A large Demonic Scorpion contained in a Gold Coin with a black stone in the center. It uses its stinger to inject a poison that strikes the fear of demons into the minds of those hit. Its master is the Scorpion Demon that is sworn to protect. Instinct: To defend its demon lord

    • Attacks with poisonous sting
    • Hallucinogenic Poison
    • Demonic Beast
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  • Midara the Old Solitary, Magical, Organized, Intelligent, Hoarder
    arcane blast (w[2d10+2] damage) 12 HP 4 armor
    Close, Reach, Ignores Armor

    Instinct: to spread his control

    • cast any spell
    • call upon a pre-laid spell
    • summon a student or prefect
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  • Ennara, Blade Prefect Solitary, Magical
    blade puppets (b[2d10+2] damage 1 piercing) 16 HP 6 armor
    Close, Forceful, Reach, Near

    She's the prefect of blades. She fights with four blade puppets, each carrying a different magical blade. Scalpel: Cuts away the person's relationships, memory, and personality with each hit Hellrazor: Grants a cumulative -1 to last breath with each hit Ghost-touch: Ignores armor; those hit lose 1 permanent HP (only 1 per person) Brute: +1-damage, forceful, messy She herself carries a rapier, The Law, and a parrying knife, Wall. The Law: Track damage by this blade separately; when a victim reaches 0 HP, if they have more damage from the Law than from other sources, instead of taking their last breath, the wielder can lay three binding geas on the victim; then they remove all damage from the Law. Wall: All attacks against the wielder, even AP, do -1-damage. Instinct: to maintain order

    • cast a major spell
    • cast a war spell
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  • Illiana Matriota, Necromantic Prefect Solitary, Magical, Intelligent, Hoarder, Construct, Terrifying
    death ray (d10+2 damage) 20 HP 1 armor
    Close, Reach, Ignores Armor, Near
    Special Qualities: is a lich, undying, looks like a walking corpse

    She's a lich Instinct: to live forever

    • cast a major spell
    • cast a necromantic spell
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