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  • Hill Giant Horde, Large, Intelligent
    Improvised club (d6+5 damage) 7 HP 0 armor
    Reach, Forceful

    Many giants surivve by binding their young to spirits, gaining extra power and capabilities. Hill giants are descendants of those who never figured out how to do that. Wihtout the benefits of spirits, hill giants are forced into a nomadic lifestyle, traveling from place to place eating whatever they can find. This has prevented them from developing a truly advanced civilization, something that ahs made them a target of mockery and scorn by more "civilized" societies. Instinct: To survive

    • Hurl rock
    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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  • Nutcracker Puppets Horde, Small, Organized, Construct
    jaw, short sword, grapple (d6 damage) 3 HP 0 armor
    Close
    Special Qualities: Crushing jaw, wooden body, magical invisible strings

    Instinct: crush things in its mouth

    • move disturbingly and unnaturally
    • make drumming sound to summon friends
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  • Redcap Horde, Small, Intelligent, Planar
    Farm implement (b[2d6+4] damage) 3 HP 1 armor
    Close, Forceful, Reach

    Redcaps are faeries of sadistic violence, incarnations of the very worst of war. They don't just inflict pain, they enjoy it. Nothing gets a redcap's jollies off like the sight of spilled blood and a victim in pain. And then they stomp on people with their iron boots. Not suprisingly, they also enjoy wielding impractical but horrifying weaponry, like scythes and chainsaws. Instinct: To cause injury and death

    • Bathe cap in blood
    • Gain power from blood
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  • Stone Giant Commander Group, Large, Organized, Intelligent, Hoarder
    Oversized rifle (b[2d8+3] damage 2 piercing) 10 HP 2 armor
    Reach, Forceful, Far
    Special Qualities: Skin of stone

    Patient and cunning strategists, stone giant commanders organize their kin into unbrekable battalions, often with a focus on the terrain and small groups. Instinct: To serve clan

    • Bark Orders
    • Sound the alarm
    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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  • Jeffrey Bleakwood Solitary, Intelligent
    Headman's axe (d10+4 damage 1 piercing) 20 HP 0 armor
    Close, Forceful

    Jeffrey Bleakwood appears as a headman wearing a scarlet hood and dragging a large, long-handled axe behind him. Instinct: To protect Bleakwood Manor from intruders

    • Strike from the darkness
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  • Frost Giant Horde, Large, Organized, Intelligent, Hoarder
    Reaver Gun (b[2d6+4] damage 2 piercing) 10 HP 2 armor
    Forceful
    Special Qualities: Immune to cold

    Frost Giants have bonded with elemental spirits of ice, making them well suited for living in the colder northern reaches. Their elemental bond not only protectst hem from the cold, it also reduces their dependency on sustenance, a boon in the sparcely populated reaches they live in. Interclan theft of food is common, though not considered a particularly serious crime. Instinct: To serve clan

    • Throw clumps of ice
    • Battle call
    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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  • Mammoth Horde, Huge, Organized
    Tusks (d6+7 damage) 11 HP 1 armor
    Reach, Forceful
    Special Qualities: Protection from cold

    Mammoths are relatives of the common elephant geared for survival in harsh climates by a notable layer of hair. Though herbivores, they can be quite vicious when defending their family. Some people train them as mounts and in older times, they made for fearsome living siege-engines. Instinct: To protect herd

    • Trample
    • Trumpet
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  • Roc Solitary, Huge
    Dive attack (b[2d10+5] damage 1 piercing) 20 HP 0 armor
    Reach
    Special Qualities: Flight

    Rocs are truly enormous birds of prey. Due to their size, they often migrate from nesting point to nesting point, seeing cows and humans much like a eagle would see mice. Instinct: To hunt food

    • Keep watch
    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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  • Mummy Guardian Horde, Intelligent, Cautious, Construct
    Brutal fist (d6+2 damage 3 piercing) 11 HP 4 armor
    Close, Forceful
    Special Qualities: Undead

    Mummy Guardians stand vigil over valued treasure, which is sometimes even stored inside them. Chosen from among powerful warriors in life, the guardians are skilled and fast, striking with fearsome accuracy. During the embalming, their mortal souls are also sealed inside, making the guardians notably smarter than even the average mummy. The decaying touch causes both the sick and scarred penalty. Instinct: Guard ancient treasure

    • Touch of Decay
    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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  • Mummy Horde, Intelligent, Construct
    Brutal fist (d6+2 damage) 11 HP 1 armor
    Close, Forceful
    Special Qualities: Undead

    Unlike zombies, where one just take a random corpse and reanimates, mummies are deliberatly created, often to guard an important site. A combination of the embalming process and their isolated guard posts mean that they can last many times longer than a zombie, making them good long term investments. They also tend to be smarter, though few mummies are truly intelligent. The decaying touch causes both the sick and scarred penalty. Instinct: To protect site

    • Touch of decay
    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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