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  • Enthelia Solitary, Organized, Intelligent
    brawling and tools (b[2d10] damage 1 piercing) 12 HP 3 armor
    Close, Reach

    Elder Enthelia is the chief peace-keeper of Keenhelm. She carries shackles, rope, chains, and clubs to subdue criminals, but usually fights bare-handed. Instinct: to protect the weak and punish the innocent

    • grapple, wrestle, or bind someone
    • shout for aid
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  • Keenhelm Irregular Group, Devious, Organized, Intelligent, Cautious
    spear (d4 damage) 6 HP 2 armor
    Close, Reach

    Any of the strong, young men and women of Keenhelm who work as guards and occasional militia; usually outfitted in rough hide armor with a spear and buckler, they carry rope and shackles to subdue criminals. Instinct: to protect their family and home

    • patrol or guard somewhere
    • make a stunning blow
    • bind someone and bring them to Enthelia
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  • Isah Solitary, Stealthy, Divine, Magical, Intelligent, Hoarder, Planar, Amorphous
    chilling touch (w[2d10+2] damage) 25 HP 1 armor
    Close, Ignores Armor

    A pale, beautiful woman with icy powers; she seeks to be adored and obeyed, and will ritually drown those who oppose her. Harm will reveal her flesh to be enchanted snow; her blood to be icy water. Instinct: to gain admirers and slaves

    • blow an icy kiss
    • make promises of love or gifts
    • cast a spell of ice, wind, or despair
    • tell of something lost or hidden
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  • Okmok Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar
    slam and smash (b[2d10+9] damage) 30 HP 6 armor
    Reach, Forceful

    A giant river-fish that oozes from it's scales and has one-hundred human faces. Okmok is a vile fish-god who's gained the worship of some local goblins. Instinct: to corrupt and conquer

    • summon spawn
    • offer a bargain or invitation to worship
    • cast a spell of water, decay, or transformation
    • regenerate in water
    • move through the eternal river
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  • Tunnel Crawler Solitary, Large, Devious
    acidic tentacles (w[2d8+2] damage 1 piercing) 20 HP 2 armor
    Forceful, Reach
    Special Qualities: acidic secretions

    A mole-worm of unusual size, it's skin emits a toxin-acid that melts rock and metals but paralyzes living tissue. It defends itself with spine-tipped tentacles, but it's not above forcing things into it's grinding teeth. Instinct: to burrow and feed undisturbed

    • explode out of dirt or rock
    • lead into a hidden pit
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  • Flesh-eating Fish Horde, Tiny, Divine, Organized, Construct
    razor-sharp teeth (d4 damage 1 piercing) 5 HP 2 armor
    Hand
    Special Qualities: unholy blood

    Like large, bloated piranhas, these nasty fish are children of Okmok, the vile fish-god. Instinct: to feed on flesh

    • surprise in the water
    • surround a bloody target
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  • Cursed Armor Group, Magical, Cautious, Construct, Amorphous
    enchanted chains (d8+4 damage 1 piercing) 17 HP 5 armor
    Close, Forceful, Reach
    Special Qualities: tireless jailor

    A suit of plate mail wrapped in thorny chains; once responsible for keeping prisoners in line, they've been cursed to mindless pain-inflictors by the necromantic energy leaking into the temple's grounds. Instinct: to restrain, punish, and kill the guilty

    • strike or bind with chains
    • lay a ward or binding
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  • Pit Ghost Group, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous
    soul-chilling touch (w[2d4] damage) 13 HP 1 armor
    Close, Ignores Armor
    Special Qualities: incorporeal, marks of torture and neglect

    The ghost of a long-dead prisoner, tortured then left to rot. It fades in-between the material world and the black city, disquiet, disturbed, and malevolent. Instinct: to suffer revenge on any who come near

    • cause an illusion of torture or imprisonment
    • vanish or reappear
    • lay a potent curse
    • offer visions, messages, or gifts from the black city
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  • Ice Warg Group, Large, Magical, Devious, Organized, Construct, Terrifying
    fangs and claws (d6+4 damage 1 piercing) 18 HP 4 armor
    Forceful
    Special Qualities: body and soul of ice, bloody eyes and frozen fur

    A warg traded to an ice witch and reborn as a massive guardian. Instinct: to serve the ice spirit

    • breath an icy wind
    • heal itself with ice or snow
    • howl a message
    Tweet
  • Warg Group, Organized, Construct, Terrifying
    fang and claw (d8+2 damage 1 piercing) 10 HP 1 armor
    Close, Forceful
    Special Qualities: mindless tenacity and loyalty, supernatural senses, eyes and teeth of blood

    A loyal and trusted goblin transfigured by a shaman; now it's a massive, grim-looking wolf with bleeding eyes and jaws. Instinct: to serve the shaman that made it

    • track prey through thick and thin
    • surround bleeding prey
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