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  • Cleric Priest Group, Divine, Intelligent
    Holy Weapon (d8+2 damage) 8 HP 3 armor
    Close

    Cleric priests have been fully accepted by their deity and are therefore protected by the supernatural. The yare considered to be messengers of their church and their word is respected as such. Instinct: To serve their deity

    • Call upon divinity
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  • Cleric Acolyte Horde, Divine
    Holy Weapon (d6+2 damage) 5 HP 1 armor
    Close

    Cleric acolytes have just joined a clergy dedicated to one of the many gods and goddesses. Divine magic bolsters their health and strength, though they have yet to be entrusted with sustantial authority. Weaponry and powers vary depending on whom they serve. Instinct: To serve their god

    • Call upon divinity
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  • Ghast Packlord Solitary, Intelligent
    Claws (b[2d10] damage) 20 HP 3 armor
    Close

    Ghasts of exceptional prowess and intelligence often leads not only groups of their fellow ghasts, but also become capable of commanding the more simple minded ghouls. For this reson, they are both respected and feared. Instinct: To eat

    • Dig
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  • Ghast Horde, Intelligent
    Claws (b[2d6] damage) 11 HP 1 armor
    Close
    Special Qualities: Infectious

    The transformation into a ghoul is painful and agonizing, often snapping the sanity of whatever poor sod goes through it. However, those who can hold onto their minds come out on the other side as ghasts, intelligent ghouls, even though the experience no doubt alters them somewhat. Instinct: To eat

    • Spread the infection
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  • dephonite Group, Huge, Divine, Terrifying
    (b[2d8+5] damage) 14 HP 4 armor
    Reach, Near
    Special Qualities: when a rotten egg happens it starts to grow

    Instinct: it eats you

    • it sucks you up
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  • dephonox Solitary, Huge, Intelligent
    poison spit (d10+5 damage) 20 HP 3 armor
    Reach, Forceful, Far

    it can grow Instinct: to eat and demolish

    • it can grow as big as it wants
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  • Sand Wizard Solitary, Magical, Divine, Intelligent, Hoarder
    Sand attack (b[2d12+4] damage) 14 HP 4 armor
    Close

    It is a wizard. Instinct: To get rich.

    • It controls sand.
    • It controls sand.
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  • Wizard Magister Solitary, Magical, Intelligent
    Magic Blast (b[2d10] damage) 12 HP 4 armor
    Close, Ignores Armor, Far

    Years of training has made these people masters of the arts.Not only have they learned much of what there is to know of magic, they've probably invented a few tricks too. Instinct: To master magic

    • Create Artefacts
    • Cast spells
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  • Wizard Adept Group, Magical, Intelligent
    Magic blast (b[2d6] damage) 6 HP 0 armor
    Close, Ignores Armor

    Wizard Adepts are your standard educated spell shapers. They have understood the basics and will probably start specialising, leading to each having an unique flavour of magic. Instinct: To master magic

    • Create artefacts
    • Cast spells
    Tweet
  • Wizard Apprentice Horde, Magical, Intelligent
    Magic Blast (d4 damage) 3 HP 0 armor
    Close, Ignores Armor, Far

    Wizard apprentices have only just started to learn the complicated formulas and spells that will eventually allow them to bend the fabric of reality. Still, they should not be underestimated. Instinct: To master magic

    • Create artefacts
    • Cast spells
    Tweet
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