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  • Ogrekin Guardian Horde, Large, Intelligent, Terrifying
    Varmint Rifle (d4+2 damage) 7 HP 3 armor
    Forceful, Far
    Special Qualities: Severe Mutation, Deformed

    Ogrekin can grow very territorial, violently so in some cases. With a complete disregard for others also comes a terrifying capacity for defending what they consider theirs. Instinct: To serve family

    • Scout
    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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  • Wolf Horde, Small, Organized
    (b[2d6] damage) 3 HP 0 armor
    Close

    A normal wolf Instinct: To hunt

    • Track
    • Loud howling
    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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  • Ogrekin Mauler Group, Large, Intelligent, Terrifying
    Shotgun (d8+2 damage 1 piercing) 10 HP 1 armor
    Forceful, Reach
    Special Qualities: Severe Mutation, Deformed

    Ogrekin sometimes learn to channel their instability into vicious and dangerous combat skills, with just enough hint of pure ameturism that it can utterly befuddle the proffesionals. Instinct: To serve family

    • Hurl stuff
    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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  • Ogrekin Brute Horde, Large, Intelligent, Terrifying
    Shotgun (d6+2 damage) 7 HP 0 armor
    Forceful, Reach
    Special Qualities: Severe Mutations, Deformed

    Ogrekin, or child of ogre kin, are the sad end product of ogre inbreeding. Due to their species' low genetic diversity, if ogres are not careful they risk fostering the malformed beings known as ogrekin. Even more prone to mental instability, psychosis and malformed bodies than their parents, the ogrekin are either pitied or shunned depending on the society. Still, they should not be underestimated. Instinct: To serve family

    • Hurl stuff
    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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  • Goblin acolytes Horde, Small
    Dagger (w[2d6] damage) 3 HP 0 armor
    Close

    Acolytes listen to Moldoch's every word. Instinct: to serve Moldoch

    • Surround and attack
    • Protect Moldoch
    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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  • Moldoch Solitary, Small, Magical, Devious
    Dark bolt (d8 damage) 6 HP 0 armor
    Close, Far

    Moldoch is the keeper of knowledge of the goblin tribes. He is surrounded by acolytes that listen as he dictates the prophecies of the dakr stone calendar. Instinct: force goblins to the surface

    • Hide behinf allies
    • Use the power of the dark stone
    • Command acolytes
    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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  • Ozruk's Bodyguard Group, Small, Intelligent
    Swords and javelins (d8 damage 1 piercing) 6 HP 1 armor
    Close, Reach

    Loyal soldiers of Ozruk Instinct: to protect Ozruk

    • Surround
    • Throw javelin
    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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  • Goblin hordes Horde, Small, Organized
    Spear (d6 damage) 3 HP 1 armor
    Close

    Instinct: to pillage

    • Charge forward!
    • Call for aid
    • Retreat and regroup
    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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  • Ozruk, the Goblin Chief Solitary, Intelligent
    Battleaxe (b[2d10+2] damage) 12 HP 2 armor
    Close

    He is twice as tall and twice as smart as any normal goblin Instinct: to lead goblins to prosperity

    • Command goblins
    • Fight without fear
    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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  • Firewhale Group, Huge
    Bite, flamejet (instead of blowhole) (b[2d8+7] damage) 18 HP 1 armor
    Reach, Forceful, Ignores Armor, Near

    The firewhale is a large aquatic creature renowned for its ferocity and ill temper. Firewhales are often used as guardians of underwater domains, islands, and atolls by other intelligent sea-based beings.Over the course of time and evolution, the firewhale has developed a flamejet where a whale’s blowhole would normally be. A firewhale can use this flamejet as a secondary attack, spewing a fiery stream of magma over 50’. Water will not wash off the magma once contact has been made. Instinct: To defend underwater domains

    • Bite and try to swallow the victim
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