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  • Fighter Armsmaster Solitary, Intelligent
    Machine gun (b[2d10+2] damage) 16 HP 4 armor
    Close, Far

    A good fighter knows how to hurt people. A great fighter knows how to stay alive while doing so. These wily foxes are never trained. Only experience on the battlefield can give them the knowledge to become this tough and unwilling to die. Instinct: To fight and win

    • Employ clever tactics
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  • Fighter Soldier Group, Intelligent
    Machinegun (b[2d8+2] damage) 10 HP 2 armor
    Close, Far

    These guys have either received proffesional training or have survived a couple skimishes. Either way, they're the tpe of guys you'd expect to meet on the battlefields, having learned a couple of tricks for bringing the pain. Instinct: To fight and win

    • Emply clever tactics
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  • Fighter Thug Horde, Intelligent
    Machine gun (b[2d6] damage) 7 HP 2 armor
    Close

    Fighter thugs have only just learned how to properly use a gun. Maybe they're fresh fro mthe academy or maybe they've learned it all from the streets. Whatever the case, they're tough and clever, a deadly combination. Instinct: To fight and win

    • Employ clever tactics
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  • Bugbear Huntsmaster Solitary, Stealthy, Intelligent, Hoarder
    Hunting Rifle (b[2d10] damage 1 piercing) 12 HP 1 armor
    Close, Far

    Bugbear huntsmasters are supreme trackers and eliminators. Little save death can dissuade them once they are on the trail. And sometimes, even that will not stop them. Instinct: To hunt

    • Shoot the legs
    • Use camouflage
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  • Goblin Ravager Solitary, Small
    Dual Nail Guns (b[2d8] damage) 12 HP 2 armor
    Close

    Goblin ravagers lead bands of raiders on missions. Heaviler armoured and compensating for weak arms by bringing double the fun, they should not be underestimated. Instinct: Secure victory of the goblin tribe

    • Break stuff
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  • Monk Master Solitary, Intelligent, Cautious
    Precise fist (b[2d10] damage 3 piercing) 16 HP 3 armor
    Close

    Masters of the ancients arts, these monks are often the leaders of their orders. Their techniques allow them to break metal and bone alike with tehir bare hands. Instinct: To serve the ideals of the order

    • Stun with a blow
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  • Monk Warden Group, Intelligent, Cautious
    Precise fist (b[2d8] damage 1 piercing) 10 HP 3 armor
    Close

    Monk wardens have completed their training. Meditation and excersise have granted them complete control voer their bodies, making the suprisingly tough. Instinct: To serve the ideals of the order

    • Stun with a blow
    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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  • Monk Apprentice Horde, Cautious
    Precise fist (b[2d6] damage 1 piercing) 3 HP 3 armor
    Close

    Monk aprrentices have only just started to learn the secrets of mastery over their bodies. Still ,already they have begun to hone their body into dangerous weapons. Instinct: To serve the ideals of the order

    • Stun with a blow
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  • Cleanser Footman Group, Organized, Intelligent
    Steampunk Flamethrower (d8 damage) 6 HP 3 armor
    Close, Ignores Armor

    The Foot-Soldier of the Cleansers. Covered head to toe in flam resistant leathers and a dark glass mask, a huge tank of swirling gas on his back. The Footman will take order to burn out the infection wherever he is told to go. He wont ask questions, and is willing to die for The Cleansers. Instinct: To burn all thought to be infected

    • Burning out the Infection with his flames
    • Teams of cleansers always travel together
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  • Gargoyle Solitary, Magical, Construct
    Strike out with its stony limbs (b[2d10+2] damage) 20 HP 4 armor
    Close
    Special Qualities: A Stone Brawlers Construct

    Instinct: Follows Orders to a Tee

    • Seek to obey its Master
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