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  • Goblin Shaman Solitary, Small, Magical, Devious, Organized, Intelligent, Hoarder, Terrifying
    orb of pain (w[2d8+2] damage) 16 HP 3 armor
    Close, Reach, Ignores Armor, Near, Far
    Special Qualities: vile bile, corpse-skinned

    A lordly, ambitious goblin necromancer. He's toughened his skin and extended his life, and he wears armor of enchanted bones. Instinct: to gain and keep dominion

    • cast a spell of poison, darkness, or the grave
    • lay a hex or curse
    • call up dark spirits
    • hide behind guards and minions
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  • Goblin Ice-Knight Group, Small, Intelligent, Hoarder, Construct
    Frostblade (b[2d8+2] damage 1 piercing) 14 HP 4 armor
    Close
    Special Qualities: ice-blessed, frozen blood

    A psuedo-undead goblin changed by an ice witch, with icy armor and a broadsword of magical frost. Instinct: to serve and protect the shaman

    • cast a globe of freezing magic
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  • Goblin Cutter Horde, Small, Organized, Intelligent, Hoarder
    two daggers (b[2d6] damage 1 piercing) 3 HP 1 armor
    Close
    Special Qualities: vile bile

    A wicked little thing with a mouthful of poison, it carries two razor-sharp daggers and moves surprisingly fast. Instinct: to slay enemies of the clan

    • move with inhuman speed and grace
    • gang up on a vulnerable target
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  • Goblin Guard Horde, Small, Stealthy, Organized, Intelligent, Cautious, Hoarder
    spear (d4 damage) 3 HP 2 armor
    Close, Reach
    Special Qualities: vile bile

    A small, wicked thing with a tough hide and dripping teeth, it carries a rough wooden buckler and a lashed-together spear. Instinct: protect the clan

    • shriek or run for help
    • slip in close
    • surround an enemy
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  • Dark Elf Swordsman Group, Intelligent, Cautious
    (b[2d8+2] damage 1 piercing) 6 HP 2 armor
    Close

    Instinct:

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  • Dark Elf Blackguard Group, Intelligent, Cautious
    (b[2d8+4] damage) 10 HP 6 armor
    Close, Forceful

    Instinct:

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  • Dark Elf Light Cavalry Group, Large, Organized, Intelligent, Cautious
    Lance (b[2d8+4] damage) 10 HP 2 armor
    Forceful, Reach

    Instinct: To kill and steal

    • Charges
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  • Dark Elf Archer Horde, Organized, Intelligent
    Long Bow (b[2d6] damage 1 piercing) 3 HP 0 armor
    Close

    Instinct: To steal and kill

    • Kill from range
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  • Elementals Horde, Tiny, Amorphous
    Shocking touch (d8-2 damage) 10 HP 1 armor
    Hand, Ignores Armor

    These small elementals, commonly called ghost lights, are known to lure unsuspecting wanderers deep into the woods. Those poor souls follow the beautiful lights that the elementals emit, before finding themselves trapped in large groups of different elementals. Naturally, in the woods spirit and water elementals are most common, but light elementals and fire elementals make appearances as well. Other elements are possible if rare and often a sign for other (often magical) happenings in the area. The damage they cause upon touch corresponds to their element and ignores armor, as they simply pass through all but magical armor. Instinct: to search and steal energy

    • Touch living things
    • Gain energy from same element
    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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  • Aranea Solitary, Magical, Intelligent, Cautious
    Venomous Fangs (d10 damage) 12 HP 2 armor
    Close, Ignores Armor, Near
    Special Qualities: Can use Webs

    An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea's brain. All araneas have a single alternate form as well—this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms—this additional shape is locked into one unique appearance. Araneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service). Skilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom. Instinct: to entrap

    • Change Shape
    • Cage, Polymorph, Mirrror Image
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