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  • Psi-Cat Group, Stealthy, Magical, Intelligent, Construct
    Claws (b[2d8+2] damage 2 piercing) 10 HP 1 armor
    Close, Far
    Special Qualities: Mental prowess , Created to Guard Chakti Temples

    Created to guard Chakti Temples and hunt down there enemies. These large black Cats resemble panthers. They process psychic powers they use to guided their prey into traps and dead ends. Those who survive both there physical attacks and mental traps are usually mentally scarred by the event and decline to speak of it. Instinct: To Hunt

    • Use Mental powers
    • Use illusion to lure in to trap
    • Attack mind with image or illusions
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  • Jersey Devil Solitary, Planar, Terrifying
    Hooves (w[2d10] damage 1 piercing) 12 HP 1 armor
    Close, Reach
    Special Qualities: Unholy seer

    Allegedly the thirteenth offspring of the 'Witch' Leeds and Satan as a father the little tyke was born sometime around 1735. After his blessed arrival he immediately turned into the "Jersey Devil". The Jersey Devil apparently sprang into being full sized with a goat head, bat wings, horse's hooves, and a bifurcated tail. The Jersey Devil is like a banshee, a occult creature that acts as an omen for coming disaster. It will provide knowledge that only serves to drive its hearer to their own destruction, like the witches in Shakespeare's Macbeth. Instinct: Ill omen

    • Swoops
    • Has terrible occult knowledge
    • Promises doom
    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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  • Scareskin Solitary, Terrifying, Amorphous
    Raspy straw claws. (d8+2 damage) 19 HP 2 armor
    Close, Forceful
    Special Qualities: Looks like a man.

    Perhaps it was an experiment gone wrong. Or something more sinister. Either way, the scareskin now walks the farm-fields of the world, trying to achieve its job and watch over the humans it is sworn to protect. Instinct: Watch over nearby peoples.

    • Appear to be scarecrow.
    • Shoo away crows.
    • Startle the children.
    • Walk the fields.
    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 monkey king Solitary, Stealthy, Intelligent
    Staff martial arts (b[2d12+2] damage 1 piercing) 20 HP 2 armor
    Close, Forceful, Far

    The monkey king, rather than a creature, is a fate, decided by the circle of reincarnation, which is open to those, who do not belong to a god. Along with the powers of the monkey king, comes his staff, which can expand indefinitely, if the user wills it and has adequate strenght. The monkey king can also summon it's previous incarnations as fleeting clones. Instinct: To search worthy opponents

    • Expand it's magic staff at will
    • Create clones
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  • Barnabus Solitary, Intelligent
    Common cane (d6 damage) 16 HP 0 armor
    Close
    Special Qualities: Undead, Keen senses

    A crotchety old dogman. Supposedly hundreds of years old. Serves the estate as head butler. Appears rotten. Instinct: TO FETCH THE GIRL

    • Reveal a sword in the cane
    • Slowly hunt them down
    • Close the distance with a leap
    • Stumble awkwardly
    • Withstand a mortal wound
    • Tooth, claw, and cane
    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 Hungry Dead Horde, Organized, Terrifying
    Broken Weapons (d4 damage) 11 HP 1 armor
    Close
    Special Qualities: Skeletal and Monstrous

    When the dead aren't given the right of a final rest, the dark powers within Niefelheim bring forth their souls again to feast upon living flesh. Instinct: Consume

    • Bite
    • The Screaming Maw
    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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  • Gerthun, Axe Captain Solitary, Stealthy, Intelligent, Hoarder
    Twin Axes (d10+4 damage) 12 HP 2 armor
    Close, Forceful

    Gerthun, the Axe Captain, must have some giant blood in him. While not a giant himself, he is a huge man, with a long beard in which he has tied finger bones into. He wears a rams head upon his own, and loves drink, murder, and debauchery. Instinct: He's the worst of a band of brigands

    • Bosses the men around, shows off
    • Spit in the eyes
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  • Iithar Cre' Solitary, Large, Magical, Divine, Intelligent, Cautious, Terrifying
    Glass Greatsword (b[2d12+6] damage 2 piercing) 26 HP 7 armor
    Forceful, Ignores Armor
    Special Qualities: The deep blackened holes where eyes used to be

    Iithar Cre' is the last king of the Old Lands. He was driven out of his land and saw his family killed before him, whereupon he cursed that he would rise anew with his fallen elven brothers to wreak vengeance upon the realms of man. Instinct: To dominate

    • Domination
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  • Black Hand Agent Solitary, Intelligent
    Daggers (b[2d10] damage) 12 HP 0 armor
    Close, Far

    The black hand is a group of elven assassins, looking to settle the score from losing their homes many centuries ago. Instinct: They seek to upend the kingdom

    • Assasinations
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  • The Axe Bros Group, Stealthy, Intelligent, Hoarder
    Axe (d8+2 damage) 6 HP 1 armor
    Close

    The Axe bros are a group of bandits with some notoriety within Calistraad. Instinct: Money, women, a good time

    • Be total bandits
    • Dirt in the eyes
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