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  • Khirral Paran, Silverbough Leader Group, Magical, Organized, Intelligent, Hoarder
    Silverbough Club (b[2d8+4] damage) 6 HP 2 armor
    Close, Forceful

    Once a semi-professional monster hunter, Khiraal was denied the penison he was promised at the end of the Infernal War. What small wealth he had built for himself, a husband, a home, all of it disappeared overnight because of the fires of revolution. He's had a long time to get bitter, and even longer to turn his small monster-hunting band into a group for Elves who feel left out of Galbreth's promises and the progress of the Infernal republic, and who want to break things because of it. Instinct: To shake things up

    • Lead the brothers in brutal violence
    • Call the beasts of the city to his aid
    • Fuel his brother's fury.
    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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  • The Silver Bough Boys Group, Magical, Organized, Intelligent
    Silver Bough Clubs (d8+2 damage) 6 HP 1 armor
    Close

    You never thought elves had it in them, did you? They do. The blood of the wild flows in them, and all it takes is enough desperation to let it out. It began as a mutual aid society, you see for elves arriving in the Infernal Republic. When relations froze up, it turned into a "mutual aid society" real quick, if you catch my meaning. Those silverwood clubs aren't just for show. Instinct: To rule the streets

    • Make an ostentatious show of force
    • Distract someone with Fae magic
    • Call the brothers together
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  • Mr. Snap, Demonic Muscle Group, Magical, Intelligent, Planar
    Chain Rod (d8+4 damage) 6 HP 1 armor
    Close, Forceful, Reach

    A local legbreaker of some repute, and a small-time criminal Mr. Snap is the "gentleman" that taught Joseph Edmain the tools of the spirifer's trade from a very early age, raising him as a sort of son after he was left orphaned. Brutal but disconcertingly merry about it, Mr. Snap bears a magic rod that can shift into a lengthy barbed chain at will, and which obeys simple commands even from a distance. Instinct: Inflict violence

    • Break bones to send a message
    • Make the chain rod obey his commands
    • Appear menacingly right behind you.
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  • Viessa Traebos, Elven Moneylender Group, Stealthy, Magical, Devious, Intelligent, Cautious, Hoarder
    Kneebreaker (1d6 damage) 6 HP 1 armor
    Close

    Born to a lowly Elven family in Limbo, Viessa learned quick that those with the gold make the rules. Taking up her mother's scrap business, Viessa expanded into operating a second-hand store and pawnshop "Half-a-Downs" which later became the basis for her steadily growing racket. In business with her brother Alaros (as vicious as his sister,but less capable), Viessa's still not afraid to get her hands dirty like she did on the backstreets of Limbo those long years ago. Instinct: To claw her way to the moneyed classes

    • Offer a "gift" with strings attached
    • Feign innocence or ignorance
    • Use a lent spell
    • Call in a favor
    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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  • Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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  • Rug of Smothering Solitary, Large, Magical, Stealthy, Construct
    Smothering (d10 damage) 20 HP 6 armor
    Ignores Armor
    Special Qualities: Can Fly, Can Fly

    Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death. A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura. In some cases, a rug of smothering is disguised as a carpet of flying or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim. Instinct: To stop theives

    • Smother whoever steals from its creator
    • Lays dormant until the 'theif' tries to take something of its' Masters.
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  • Flying Sword Solitary, Small, Magical, Construct, Amorphous
    Sword (b[2d10] damage 1 piercing) 19 HP 5 armor
    Close, Near
    Special Qualities: Flying

    A flying sword dances through the air, attacks in a frenzy of a master swordsman who knows he cannot be harmed... without the soft fleshy bit holding it. It lays dormant, unable to discern between a regular sword and this enchanted one. Instinct: To engage in battle

    • Attacks indiscriminantly
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  • Animated Armour Group, Cautious, Construct
    Sword (d8 damage) 14 HP 6 armor
    Close
    Special Qualities: Hollow Armour, Never Rests

    This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor. To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation. Instinct: To defend a place/it's creator

    • Stop intruders from passing through it's domain
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  • Swamp Drake Solitary, Large
    Acidic Jaws (d10+2 damage) 16 HP 1 armor
    Special Qualities: Frightful Aura

    Instinct: Swallow Biological Material, Defend Its Lair, Expand Its Territory

    • Belch Poison
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  • Temporal Clone Solitary, Organized, Intelligent, Cautious
    Wrist Claws (b[2d10] damage 2 piercing) 12 HP 5 armor
    Close

    A clone of its creator, brought to the present from an instant in the future or past. Instinct: To aid the original

    • All the moves of the original
    • Telepathically contact the original
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