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  • Fae Wolf Group, Magical, Terrifying
    Claws, Fangs (d8+2 damage 1 piercing) 6 HP 4 armor
    Close
    Special Qualities: Can melt into Shadows, Made from pure flickering Shadows that shift and change as it moves, making its true shape difficult to discern

    It's thought that at one time before the birth of magic, the ancestors of these creatures were just normal wolves, however over the course of multiple generations dwelling within the magically rich areas of the Bryn woods, these beasts have taken on increasingly large amounts of magic within themselves, warping their form. No longer creatures of fur and flesh, Fae wolves are instead made of intangible shadow which coats them, constantly moving and shifting to disguise their presence and form from would be predators and prey alike. Travellers are warned that when journeying through or near the Bryn to remain near well lit areas with few shadows, to lower if not eliminate the change of Fae wolves hiding within. Instinct: Stalk prey

    • Hide in Shadows
    • Strike from the darkness
    • alter its appearance to terrify
    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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  • Goblin Sharpshooter Horde, Stealthy
    Bow (d6 damage 1 piercing) 3 HP 0 armor
    Close, Far

    Surprising to many is the goblin's skill with the bow, many assume the creatures to be to savage or lacking the patience required to master the bow. However these assumptions are often quickly whittled away in a hail of black fletched arrows. Due to their small size and often wiry frame most goblins practice bow-craft, often taking up advantageous positions they will lie in wait for their foes sometimes for hours but at other times for whole days at a time, once again exercising an uncharacteristic patience. It is only once they are sure that their quarries are either dead or sufficiently incapacitated that the creatures will slip from their hiding places to loot the corpses of the dead. Instinct: Kill from hiding

    • Swarm- Surround and entrap enemies
    • Ambush- will strike from the shadows
    • Snipe- will strike with accuracy
    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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  • Goblin Raider Horde, Small, Stealthy, Organized, Intelligent
    Axe (d6 damage) 3 HP 0 armor
    Close

    Goblin Raiders are the strongest of their kind, a collection of rangy muscle stretched over wiry frames, they are the shock troops of the raiding bands killing indiscriminately often sent ahead to lure the unwary into the waiting blades and arrows of their comrades. Instinct: To loot and pillage

    • Swarm- Surround and entrap enemies
    • Ambush- will lure foes to it's allies
    • Hunting Horn- The Goblin signals it's raiding party to attack
    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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  • Wurm Solitary, Huge
    Ignghiottire (d10+5 damage) 20 HP 3 armor
    Reach, Forceful

    Instinct: Nutrisi

    • Fagocitare intere carovane
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  • Kobold Alchemist Solitary, Small, Stealthy, Organized, Intelligent, Hoarder
    Poison needles (d10 damage) 12 HP 1 armor
    Hand, Near
    Special Qualities: Alchemical insights

    Kobold alchemists tend to not be long-lived, but their expertise and dedication affords them some measure of respect (and isolation) amongst their tribe, for it is they who make all the necessary alchemicals and poisons that kobolds would use to better even the odds and mix into their traps and use on slings to make their foes regret invading their warrens. Instinct: To serve dragons

    • Lob alchemical mixes
    • Lay an alchemically-enhanced trap
    • Retreat and regroup
    • Die explosively
    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 Order of the Golden Swan- Knight Group, Intelligent
    Pollaxe (d8 damage 1 piercing) 6 HP 3 armor
    Close, Reach, Near

    "Knights of the Order of the Golden Swan" are mercenaries who have sold their services to the Merchant Compact, who in return for their protection of important trade caravans and Compact personnel are provided the finest in weapons and armor. Instinct: To Protect it's employer's interests

    • Guard Duty- Form ranks around whatever they are protecting
    • By Hook or By Crook- Will attempt to hook their pollaxe around their opponents weapon, disarming them, or their feet pulling them to the floor
    • Overhead Swing
    • Quarterstaff comabt
    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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  • Caranau Solitary, Large
    Horn (d10+4 damage) 10 HP 3 armor
    Forceful, Reach
    Special Qualities: Bone-Plate Skin

    Hulking and brutish the Caranau are the Goblin's most valuable resource, Serving as both creatures of burden and ferocious mounts in times of war. Protected by thick plates of bone all over their musclebound bodies and armed not only with their crushing weight but also a large horn of black bone and heavy bone-lined hooves. Local to the Goblin's homeland of the rocky Sheqland Steppes these creatures are usually fairly placid, provided they are undisturbed from their grazing. Taking lifetimes and many crushing-related deaths to tame, the Caranau remains difficult to control and should the goblin rider be killed the creature will fly into a wild frenzy. Instinct: Obey its rider

    • Charge in fury
    • To trample and destroy.
    • To Gore with Horn
    • Frenzy if freed.
    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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  • A Whole Damn Army Horde, Huge, Organized, Intelligent, Terrifying
    Wall of Steel (b[2d6+7] damage 1 piercing) 30 HP 4 armor
    Reach, Forceful, Near, Far
    Special Qualities: A Metric Shitload of people!, Pick 2 moves below, plus Shatter Their Morale!

    Every once in a while, a noble calls for a great force to be gathered by the conglomeration of his vassals. This is the result. Instinct: Just following orders

    • Shatter Their Morale! (any)
    • Loose! (Archers)
    • Surround Them! (Infantry)
    • Crush the Opposition! (Cavalry)
    • Hold the Lines! (Pikes)
    • Sound... the Reinfocements (Commander).
    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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  • Elder Centaur Solitary, Large, Organized, Intelligent, Cautious
    Spear (d10 damage) 20 HP 2 armor
    Near

    Instinct: to provide for it's tribe

    • Slash
    • Blow horn
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  • Centaur Warrior Group, Large, Organized, Intelligent
    Spear (d8 damage) 10 HP 0 armor

    Instinct: to provide for it's tribe

    • Slash
    • Blow horn
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