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  • Gravelord Solitary, Huge, Intelligent, Construct, Amorphous
    Giant khopesh (d10+5 damage 1 piercing) 27 HP 4 armor
    Reach
    Special Qualities: Can be destroyed by removing the Bone of the Divine Beast, which animates it

    Instinct: To defend Gormakir the Cruel

    • Animate skeletons
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  • Farida Solitary, Magical, Devious, Intelligent
    fists (d6 damage 1 piercing) 12 HP 0 armor
    Close

    runaway mage from the expedition Instinct: To survive

    • Run
    • Ancient Scroll
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  • Lady Amethyst Solitary, Magical, Devious, Organized, Intelligent
    Dagger (d6 damage) 12 HP 6 armor
    Close

    Leader of the Torchbearer expedition, wants to free the demigod in return for otherworldly knowledge Instinct: To Gain Knowledge

    • Serve the God
    • Create Mirror Images
    • bring back the Torchbearer
    • Templars, do your thing
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  • Garrond Solitary, Intelligent, Cautious
    Hammer (b[2d10+4] damage) 16 HP 4 armor
    Close, Forceful

    Loyal Templar of the Light, tricked by Torchbearer to serve him. Instinct: Protect The Torchbearer

    • Serve the God
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  • Torchbearer Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying
    Sword (b[2d12+9] damage 1 piercing) 26 HP 6 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Fiery Markings

    Torchbearer was the first disciple of the Lord of Light. As a reward for his loyality, his God transmutated him into his most powerful and loyal servant. Such power was to much and drove the disciple mad. Before he could dominate the world with his might, his god trapped him in a star, bannishing him forever. Now he is back. Instinct: To gain power through wisdom

    • Brings mankind to it's knees
    • lure worshippers
    • Unholy fire
    • Forgotten Lore
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  • Lassangelion the Destroyer Solitary, Magical, Devious, Intelligent, Incorporeal
    No direct attack 16 HP 4 armor
    Close, Far

    Disembodied spirit, visible at will, an inflamer of human passions, servant of Set. Instinct: Inflame the passions

    • Provoke a fearsome action
    • Vanish
    • Infuse with enraged strength
    • Panic the fearful (area)
    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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  • Solemn Watcher-Guard Group, Organized, Intelligent, Cautious
    Sword (d8+2 damage) 6 HP 3 armor
    Close

    The Guards of Bryntirion housed in the district of the black shield. These fearsome fighters were once a mercenary troupe hired by the Council of 5 (which was at the time the council of 4)who have evolved to become Bryntirion's guards. They patrol the streets in their uniforms: Clothing: steel Breastplate, cloth greaves, hobnailed boots, polearm/longbow sword/crossbow, hobnailed gloves, maroon cloak, defensive mask. The masks of the Watchers is said to be modelled after a Hawk God from the southlands, named Stormond. who is believed to have once taken the eye from a sun god that illuminates evil for him. Each member of the guard is expected to serve at least ten years in the town and a further 5 on patrol on the borders of the Bryn. Sufficed to say after this secondary patrol many find themselves actively seeking an early retirement. Those who remain however become stalwart defenders against the beasts that dwell in the Bryn. Instinct: To maintain Law and Order

      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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    • Long-Dead Loyal Solider Group, Cautious
      Swing of Their Rusty Sword (d10 damage) 6 HP 4 armor
      Close

      A loyal servant of the Orange Peeled Knight They stand as deaf and dumb sentinels to the end and beyond. An iron-clad skeleton, using shield and sword that are centuries old. Instinct: Protect the King Knight

      • Dodge a deft swing
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    • Jaghut Tyrant Solitary, Magical, Stealthy, Divine, Cautious, Hoarder
      Magical Staff [2d6+6] damage 20 HP 6 armor
      Close, Forceful, Near, Far
      Special Qualities: Jaghut Tyrants will often make promises with no intention of keeping them.

      The Jaghut are taller and broader than humans, with tusked lower jaws. Their skin is grey-green and hair was generally grey. The Jaghut are extremely long-lived (essentially immortal in the sense that they would not die except through violence or accident). They adapted to living in a cold climate, and generally preferred an Arctic environment. Instinct: Aggressive.

      • Use Finnest: If a Jaghut Tyrant finds and uses it's Finnest it gains +20HP and +2d6 damage die on all melee attacks.
      • Omtose Phellack: The Jagut channels great torrents of ice, freezing in place any character it touches who must then roll Defy Danger + Str to break out.
      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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    • T'lan Imass Bonecaster Group, Divine, Magical, Intelligent, Hoarder, Terrifying
      Staff (d6+2 damage) 10 HP 0 armor
      Close, Reach, Near
      Special Qualities: Imass can turn to dust at will. While travelling as dust they can cover hundreds of feet in seconds to then materialize and attack.

      T'lan Imass are like walking mummified corpses. They can travel great distances with incredible speed by becoming one with the earth beneath their feet. This also enabls them to seemingly materialize out of nowhere to ambush their prey. They can cross bodies of water, but can only find their shape on land. Bonecasters wear tells of their soltaken forms (eg Deer horns and pelts). Instinct: Uncaring unless provoked.

      • Soletaken (creature): Each Bonecaster can merge into their chosen animal form. Treat this move as the Druid's Shapeshift).
      • Quake: The earth shakes and splits for a distance of 50ft x 10ft dealing d6+2 damage. Any Imass in the AoE are instanly turned to dust and must spend time regaining their form.
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