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  • Bon'ka Group, Magical, Stealthy, Intelligent, Terrifying, Amorphous
    Eye Blast (w[2d10] damage) 13 HP 7 armor
    Close, Ignores Armor, Near, Far
    Special Qualities: Appear as a pitch black hooded figure, draped in cloths, black antler protruding from the hood, and glowing yellow eyes

    The Bon'ka are known as the strange, unruly protectors of magic. Even before the mage war, the Bon'ka weaved a bit of magic into nature itself which preserved both energy and the world itself. After the war and the twisting of all worlds, the Bon'ka remained unchanged even though the world itself had. These creatures have no allegiances and some say they lost their minds after the wizard war tore the world's arcane energy apart. They want to see all of the magic returned to nature itself, but are unable to leave their forest. Perhaps they will aid another in retrieving magical artifacts, but once retrieved can they be trusted not to take them for themselves? Instinct: To confuse magic hunters

    • Offer up mysterious clues
    • Morph into natural surroundings
    • Command nature to subdue an enemy
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  • Trueclaw Horde, Small, Stealthy, Devious, Intelligent
    Razor Claws (d4+2 damage 1 piercing) 3 HP 2 armor
    Close
    Special Qualities: Immune to being knocked down

    The Trueclaws are a gang of a cat-like race of creatures that are practically literal cats that stand on two legs, wear hooded capes, pants, and a belt, speak common language, and love to steal shit. They travel in small groups because they are notorious for not getting along with anyone--including their own kind. They are foul little beasts who will cut you for looking at them. Instinct: To be contrary

    • Pounce on a distracted enemy
    • Steal, snatch, and take
    • Move with speed and grace
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  • Ava Solitary, Magical, Divine, Intelligent
    Magic Staff (d10+2 damage) 12 HP 4 armor
    Close, Ignores Armor

    Instinct: To preserve herself

    • Wield dark magic
    • Summon dark creatures and cast holy style magic
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  • Spider Queen Solitary, Large, Stealthy, Devious, Intelligent, Cautious, Hoarder, Terrifying
    Claws (d8+2 damage 1 piercing) 20 HP 2 armor
    Reach, Near, Far
    Special Qualities: Barbed spindly legs

    The Spider Queen is not your average giant spider. She loves trinkets - jewelry, rubies, emeralds, gold, armor - anything that shines, she must possess. She also has a lot of cunning for a spider - she will create web shields, or capture one enemy to gain leverage on the others. Beware the Swarm of Spiders she can send flying at you - this can escalate quickly! Instinct: to collect treasure

    • Swing Claws
    • Capture someone for leverage
    • Release Swarm of Spiders
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  • Swarm of Spiders Horde, Tiny, Devious, Hoarder, Terrifying
    Fangs (d4-2 damage 1 piercing) 7 HP 1 armor
    Hand, Far
    Special Qualities: Spindly legs with barbs

    The Swarm of Spiders can be deadly. They exist simply to feed on whatever they find, and can easily wrap even the most hulking warrior in a strong web, immobilizing their prey while they continually bite and claw at them, until death. Instinct: to ensnare

    • Bite
    • Ensnare in web
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  • Swarm of Rats Horde, Tiny, Devious, Hoarder
    biting (d4-2 damage 1 piercing) 3 HP 0 armor
    Hand

    The Swarm of Rats attempts to consume anything in its path, and often is ridden with disease. Instinct: to feed

    • Overwhelm and consume
    • Infect with disease
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  • Helder's Chosen Cultist Leader Group, Stealthy, Magical, Intelligent
    Dagger (d6 damage) 6 HP 1 armor
    Close

    A leader of the cult of Helder's Chosen, these men and women have been given some light armor and trained in some spells that help break a persons mental fortitude, either to allow easy escape or easy abduction. Instinct: to bring about Helder, the Dark Lord

    • Summon pestilence
    • Hide in the shadows
    • Conjure an illusion of a character's worst fear
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  • Helder's Chosen Cultist Group, Stealthy, Intelligent
    Dagger (d6 damage) 6 HP 0 armor
    Close

    Wearing dark black robes, Helder's Chosen devote all of their being to simply bring others into the cult. Few know the true reason for the cults existence; most are brainwashed by malnutrition and abuse to the point of servitude. They are not particularly strong, relying on a few leaders to handle most dangerous situations. Instead, when faced with more physical tasks, the cultist will fall to the depths of the shadows to make sneak attacks. Instinct: to convert

    • Stab
    • Hide in shadows
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  • Giant Rat Solitary, Devious
    Biting (d8+2 damage) 12 HP 1 armor
    Close
    Special Qualities: Mutated and deformed bones act as amor

    A hulking Giant rat. Mutated and deformed, no one is sure how it could be so large Instinct: To consume

    • Most rats try and devour, but this one is different. It is better and wants to be the only rat so it can consume everything for itself
    • It can poison or infect those who it bites
    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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  • Fallen Pharaoh Knathi Solitary, Magical, Intelligent, Hoarder
    Useless scepter (d10 damage) 16 HP 0 armor
    Close, Near

    The result of the Pharaoh killing non-combatants. Their immortality and most of their power has been stripped by Ra. Instinct: Command undead

    • Uses other undead as shield
    • Command Undead
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