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  • Ka'rm Solitary, Huge, Terrifying
    Bite or Spiked Tail (d12+7 damage 1 piercing) 24 HP 3 armor
    Reach, Forceful, Messy
    Special Qualities: Plated Scales, Shakes the Earth

    carnosaur
    Instinct: to Feed

    • Pierce them with teeth like swords
    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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  • Qa'Tor Commander Solitary, Large, Magical, Divine, Organized, Intelligent, Cautious, Terrifying
    Giant Obsidian Curved Sword (b[2d12+4] damage 3 piercing) 22 HP 6 armor
    Reach, Forceful, Messy
    Special Qualities: Amphibious, Plated Scales, Enormous mass of muscle, Glyph of Protection, Glyph of Dread

    Instinct: to Lead for the Covenant

    • Sit back until absolutely necessary
    • Take Hold of an area and never back down
    • Tear them to bloody shreds
    • Ride Ka'rm into battle
    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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  • Zah'bo Solitary, Huge, Magical, Divine
    Tail Swipe (d10+5 damage 1 piercing) 22 HP 5 armor
    Reach, Forceful
    Special Qualities: Plated Scales, Spiked Tail, Glyph of Protection

    stegosaur
    Instinct: to Endure

    • Give negative fucks
    • Carry the Master
    • Protect the Master
    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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  • Za'uri High Priest Solitary, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder
    Storm-Infused Obsidian Double-Bladed Sword (b[2d10+6] damage 2 piercing) 18 HP 6 armor
    Close, Reach, Near, Forceful, Messy, Ignores Armor
    Special Qualities: Amphibious, Armored Scales, Prehensile Tail, Glyph of Protection, Grlyph of Strength, Chosen of the Storm

    Instinct: to Remake our once great Empire

    • Take off their limbs, take them apart piece by piece
    • Control the Weather
    • Channel the pure power of the storm
    • When they think they get to feel the release of death, Tear out their heart and show it to them
    • Ride Zah'Bo into battle
    • Call on the Covenant
    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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  • Qa'Tor Solitary, Large, Organized, Intelligent, Hoarder, Terrifying
    (w[2d12+4] damage 1 piercing) 16 HP 3 armor
    Reach, Forceful
    Special Qualities: Amphibious, Plated Skin, Enormous mass of muscle

    Qa'ter, or "Strong Ones", are hulking humanoid lizards, who look much like if a crocodile decided to grow actual arms and legs, turn its head and stand up straight - and it also grew to twice its original size. Fittingly dubbed "crocmen" by the colonists, the Covenant mostly uses them as brute force laborers - many theorize that without them, their giant temple-pyramids would be night impossible to build. Instinct: to be left alone

    • Sit around Lazily until disturbed
    • roar for help
    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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  • Za'uri Guardian Group, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Hoarder
    Obsidian Glaive (b[2d8+4] damage 2 piercing) 12 HP 5 armor
    Close, Reach
    Special Qualities: Amphibious, Armored Scales, Prehensile Tail, Glyph of Protection, Mark of the Storm

    Instinct: to Protect the Source

    • Stand Guard
    • Divide and Conquer
    • Channel a crack of lightning into them
    • Channel the power of the storm into their Glaives
    • Channel a magical pulse that attracts nearby lizardmen quickly
    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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  • Ga'Rok Group, Large, Stealthy, Devious
    Vicious Talons (d6+2 damage 2 piercing) 10 HP 2 armor
    close
    Special Qualities: Armored Scales, Very Fast

    Raptor Instinct: to Serve the Master

    • Carry a rider into battle
    • Attack together with rider
    • Give its life for the master
    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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  • Za'uri Cavalry Group, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder
    Obsidian Javelin (b[2d8] damage 2 piercing) 8 HP 3 armor
    Close, Reach, Near
    Special Qualities: Amphibious, Armored Scales, Prehensile Tail

    Instinct: to Serve the Temple

    • Ride a mount into battle
    • Jump off mount and split off into different directions
    • Attack and then abuse superior speed; Hit and run
    • Send a few lizards back to get help
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  • Za'uri Group, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder
    Macuahuitl and shield (d8+2 damage 2 piercing) 8 HP 4 armor
    Close
    Special Qualities: Amphibious, Armored Scales, Prehensile Tail

    Instinct: to Serve the Temple

    • Fight Dirty and ruthlessly
    • Lead them into an ambush
    • Fight in tandem with allies, set em up and knock em down
    • Send a few lizards back to get help
    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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  • Za'lamn Horde, Small, Stealthy, Devious, Organized, Hoarder
    Bow and Spear (d6 damage 1 piercing) 3 HP 1 armor
    Close, Near, Far
    Special Qualities: Amphibious, Scaled Hide, Cold-Blooded

    The Za'lamn, or "inferior ones", are the smallest species among the Convenant of Lizardmen. In their Temples, they serve the most menial of positions - thralls, fishermen, the crafting of obsidian, lighting fires, and so forth. They are the foresmost lizardmen that are sacrificed when no other races are available. In battle, they are used as chaff, glorified bodyshields whose purpose is to take hits so the superior lizardmen don't have to. But make no mistake, these "little lizards" can be an incredible threat if you don't have an army around you. Their poisoned arrows will shoot you in the back before you realize you're even in their territory, and after they scurry off you will die a slow death by poison and infection.
    Instinct: to Serve the Temple

    • Attack from ambush
    • Quickly disappear after striking
    • Fill them with poisoned arrows
    • Send a few lizards back to get help
    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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