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  • Graven Guardian Group, Divine, Intelligent, Construct
    Deity's Favored Weapon (d8+2 damage 1 piercing) 14 HP 2 armor
    Close
    Special Qualities: construct

    This jackal-headed, brightly painted clay statue animates and lurches forward, hefting a wickedly hooked sword. Instinct: to serve its deity

    • protect the faithful
    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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  • Dullahan Solitary, Magical, Intelligent, Planar
    Icy Sword (b[2d10] damage 2 piercing) 20 HP 3 armor
    Close
    Special Qualities: undead

    Clad in ragged black robes and tarnished armor, this grim, headless rider is surrounded by an aura of menace. Instinct: to crush all in the pursuit of the wicked

    • mark a unfortunate soul for death
    • summon a fiendish steed
    • find the wicked in its former home
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  • Hoplite Group, Organized, Intelligent, Cautious
    Doru & Xyphos (b[2d8+2] damage 1 piercing) 10 HP 3 armor
    Close, Reach

    Hoplites were citizen-soldiers of Ancient Greek city-states who were primarily armed with spears and shields. Their main tactic was the phalanx formation. The hoplites were primarily free citizens—propertied farmers and artisans—who were able to afford the bronze armor suit and weapons (estimated at a third to a half of its able-bodied adult male population).[1] Hoplites generally received basic military training. The word hoplite (Greek: ὁπλίτης hoplitēs; pl. ὁπλῖται hoplitai) derives from hoplon (ὅπλον, plural hopla ὅπλα), the type of shield used by the soldiers. Instinct: Defend it's city-state's interests

    • Form a Phalanx
    • Coordinate attacks & defence
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  • Froghemoth Solitary, Huge, Terrifying
    four tentacles (d10+7 damage) 20 HP 1 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: immune to electricity, eyes that can see in all directions

    This immense, three-eyed frog-like creature rears up on powerful hind legs. In place of arms, four huge tentacles thrash and writhe. Instinct: to feed its giant appetite

    • swallow a large creature whole
    • constrict with tongue and tentacles
    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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  • Yuki-Onna Solitary, Magical, Devious, Intelligent
    Chilling Touch (d8 damage) 16 HP 0 armor
    Close, Ignores Armor, Far
    Special Qualities: immune to cold, undead

    This beautiful but sad-looking woman wears an ornate robe and is surrounded by a whirling mass of snow. Instinct: to make the living suffer like her

    • create snow storms
    • summon forth snow and ice
    • fascinate with a gaze
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  • Peltast Horde, Organized, Intelligent, Cautious
    Javelin (d6 damage 1 piercing) 3 HP 1 armor
    Close, Reach, Near

    A peltast (Ancient Greek: πελταστής) was a type of light infantry in Thrace and Paeonia who often served as skirmishers. Peltasts carried a crescent-shaped wicker shield called pelte (Latin: peltarion) as their main protection, hence their name. Peltasts' weapons consisted of several javelins, which may have had throwing straps to allow more force to be applied to a throw. When faced by heavily armed opponents, peltasts operated by throwing javelins at short range. If their opponents charged, the peltasts would retreat. As they carried considerably light equipment, they were usually able to evade successfully, especially in difficult terrain. They would then return to the attack once the pursuit ended, if possible taking advantage of any disorder created in the enemies' ranks. When fighting other types of light troops, peltasts were able to close more aggressively in melee, as they had the advantage of possessing shields, swords, and helmets. Instinct: To achieve or aid victory

    • Skirmish, attack and retreat
    • Give eachother advantage
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  • Adamantine Golem Solitary, Huge, Construct
    Giant Fists (d10+7 damage 2 piercing) 28 HP 5 armor
    Reach, Forceful
    Special Qualities: immune to magic, reconstructs in a few minutes

    This huge construct of black metal is all spikes and armor, save for several forge-like stacks that burn atop its crown and back. Instinct: to serve the master

    • rend lesser materials in twain
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  • Bythos Solitary, Large, Magical, Divine, Devious, Intelligent, Planar, Amorphous
    withering touch (w[2d10+2] damage) 29 HP 5 armor
    Reach, Ignores Armor
    Special Qualities: immune to cold and poison, flight

    A shimmering, colorless mass congeals to form a four-armed humanoid shape with an eye-like pattern in its torso. Instinct: to protect the time stream

    • control time
    • Hypnotize with swirling patterns
    • displace an object or person in time
    • see the future, past and present
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  • Aetos Horde, Stealthy, Magical, Organized, Intelligent, Hoarder
    Bronze Swords or replicas of divine weapons (d6 damage) 3 HP 0 armor
    Close

    When the Gods punished Prometheus for his theft they felt it wasn't enough. They wanted to take Pyros, the divine fire, back away from humanity. The Aetoi are a secretive order of priests that hunt down and extinguish sources of Pyros for the glory of the gods and to purge mortality of sins. Instinct: Track down and neutralize sources of Pyros

    • Sacrifice a source of Pyros to the Gods
    • Aetoi never fight fair and often ambush
    • The Aetoi are aided by the Olympian gods enemies of Prometheus and might be granted special boons
    • There is always another Aetos
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  • Harpy Horde, Small, Devious, Organized, Intelligent, Hoarder
    Rake (d4 damage 1 piercing) 3 HP 0 armor
    Close
    Special Qualities: Filthy feathered wings

    A harpy is a vicious creature with the head of a woman and the wings and legs of a vulture. Harpies are shrieking buzzards of the badlands and the forests that border them, intent on robbing, harassing, and even killing anyone who enters their territory. They tend to avoid attacking adult humans, preferring to injure them and take their belongings. Their aeries are filled with stolen objects they have no use for. Harpies were the spirits of sudden, sharp gusts of wind. They were known as the hounds of Zeus and were despatched by the god to snatch away (harpazô) people and things from the earth. Sudden, mysterious dissappearances were often attributed to the Harpyiai. Instinct: To steal and soil

    • Snatch away people or things
    • The wounds it inflicts often end up being infected.
    • Fly away and come back with reinforcements
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