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  • Water Elemental Solitary, Devious, Planar, Construct
    water blast (b[3w[3d8] damage 1 piercing) 16 HP 2 armor
    Close, Reach, Near
    Special Qualities: born of water

    A water thing Instinct: to serve

    • blast with icy water
    • drown from the inside
    • create fog or ice
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  • Earth Elemental Solitary, Large, Planar, Construct, Amorphous
    smash (d12+4 damage) 27 HP 4 armor
    Forceful
    Special Qualities: born of stone

    A behemoth of stone Instinct: to serve

    • shake the earth
    • rebuild stone
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  • Air Elemental Solitary, Tiny, Planar, Construct, Amorphous
    burst of wind (b[3w[3d12-2] damage 2 piercing) 19 HP 3 armor
    Hand, Reach, Near, Far
    Special Qualities: nearly invisible, born of air

    Living wind Instinct: to serve

    • hurl and toss things with wind
    • diffuse into the wind
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  • Fire Elemental Solitary, Small, Planar, Construct, Amorphous
    fire burst (b[2d12+2] damage 3 piercing) 19 HP 1 armor
    Close, Reach
    Special Qualities: born of fire

    A fire elemental Instinct: to serve it's conjurer

    • ignite something
    • control flames
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  • Elemental Adept Group, Magical, Organized, Intelligent
    elemental blast (d8+4 damage 1 piercing) 10 HP 3 armor
    Close, Forceful, Reach, Near, Far
    Special Qualities: elemental armor

    A student of elemental studies at the Cavalar Academy Instinct: to support Gorsha

    • cast a minor or elemental spell
    • conjure an elemental
    • send an elemental for help
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  • Academy Initiate Horde, Magical, Organized, Intelligent
    arcane blast (w[2d4] damage 1 piercing) 3 HP 0 armor
    Close, Reach, Near

    A student at the Cavalar Academy Can cast up to 3rd level spells or the equivalent Instinct: to gain mystical power

    • cast a minor spell
    • lay a counterspell or ward
    • run for backup
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  • The Cog Spider Solitary, Construct
    Slashing Legs (d10+2 damage 4 piercing) 16 HP 3 armor
    Close
    Special Qualities: Unrelenting Location Sense, Endless Reassembly

    The Clockwork defender is created with both madness of engineering and genius of magic. It exists only to defend a single item. It survives Epoch to Epoch thanks to its ability to reassemble itself so long as any single gear is left intact. A giant spider made of mix of metals and rare elements its body is covered by hard iron carapace and its legs are sharp as a dragons claw. Its small webs, made of fine wire are not used in combat only to alert it intruders. It will never leave what it was created to guard. And it never stops searching for it if it is stolen. Instinct: Protect what it was created to protect for eternity

    • This clockwork spider is built to defend an item of great power. It is relentless in its duty.
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  • Meliai Horde, Magical, Organized, Intelligent
    Slash with razor-sharp vines (b[2d8] damage 2 piercing) 12 HP 1

    A vaguely manlike collection of ashy and burned branches and vines that moves and twists to form expression. Forms cults to protect itself and the forest that it calls home. Can empower cultists with protection or force, and can call upon the forest around it to protect it or attack. Instinct: To drag villages and towns back into the forest.

    • Control plants and vines to do its bidding
    • Empower a cultist (Attack with +1, or give +2 armor in reaction)
    • Sacrifice a cultist to protect itself
    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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  • Troll Parasite Solitary, Tiny, Stealthy, Planar, Terrifying, Amorphous
    Venomous teeth and other misshapen appendages (d12-2 damage 1 piercing) 19 HP 2 armor
    Hand, Ignores Armor
    Special Qualities: Regeneration, Ever-mutating form

    Only a few know this, but there never was an original troll. Something that fell from the heavens perhaps, an infection, a parasite, that grants great regenerative abilities and turns its hosts into what are commonly known as trolls. But without the host bodies they default to this state, if not quickly burned away with acid or fire, a mass of teeth and tendrils and pincers and spider-legs and other such things, weakened but ready to pounce upon an unfortunate, overcome them and create another troll. Now make sure to burn every single body, and don't decapitate them either - that just makes these things more likely to spring up. Instinct: To Claim A Host

    • Convert a body (living or dead)
    • Spray blinding ichor
    • Undo the effects of an attack (unless caused by a weakness, your call)
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  • Swamp-Claimed Asp Group, Tiny, Devious
    Fangs (d6 damage) 6 HP 1 armor
    Hand
    Special Qualities: Can swim effortlessly

    When Murkahl came into being, it's swampy tendrils touched creatures throughout the faded lands, including the new arrivals brought by human kind. It's first servants were the rats, but the snakes followed them, and now they serve as it's eyes, ears, and grasping claws. The venom binds, the fangs kill, and the whole sinuous body serves the lord of the swamp. Instinct: Kill for the swamp

    • Sink it's fangs in and inject it's deadly venom
    • Show Murkhal the location of anyone with their venom in their veins
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