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  • Temple Golem Solitary, Huge, Magical, Divine, Cautious, Armored, Construct, Huge
    Ax Sword strike. Able to cut of the head of a horse with one swipe. (d10+7 damage 3 piercing) 30 HP 7 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: This golem is a melding of the blood of sacrificed volunteer with stones from temples that contain precious stones and metals. They are made to be 8 feet tall, and with tremendous strength in order to deal with trespassers of any size. It may resemble the deity of the worshiping temple.

    Temple Golems are the result of a volunteer Believer who sacrifices himself to guard the temple from tomb robbers and anyone that comes to desecrate the temple. Many times the Golem will be made with stones from the temple which may include precious stones and metals. They will look and resemble a deity or deities worshiped there. They are the image embodiment of the deity. any times they will hold a weapon or artifact associated with the worship. Many thieves will run at first sight of them because of the close resemblance to the deity, they will think its the deity and will run in fear of its wrath. Some temples long abandoned will have these guardians awaken by tomb raiders and thieves. The golems are relentless and will not return to their place until the artifact is return to its place of worship. Some people have seen Golems wonder around looking for the trespasser and will kill anyone with the artifact in their possession. Instinct: It guards temples from trespassers or tomb thieves from taking relics or worship items.

    • Ax sword swipe.
    • Stomp to knock people of their feet.
    • Shield push on walls.
    • Smash with hands.
    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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  • Air Elemental Group, Magical, Stealthy, Organized, Planar, Amorphous
    Gale (d6 damage) 10 HP 1 armor
    Close, Near
    Special Qualities: Fly

    This elemental forms a whirlwind that tears and throws objects everywhere storming around in destructive anger. Instinct: to destroy

    • Creates whirlwinds
    • Fly from place to place
    • Call elemental
    • Use your stuff against you
    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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  • Blind Cave Snake Group, Devious
    Bite (d6 damage 1 piercing) 6 HP 1 armor
    Close
    Special Qualities: Sense Vibrations

    A large, blind, albino snake that lives in caves. It can sense the vibrations caused by movement and usually lies in wait for prey to move by. Then it strikes faster than the eye can see and coils around its prey, crushing it to death before swallowing it whole. Instinct: to hunt

    • Quick Strike
    • Constrict prey it's bitten
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  • Ahriman Solitary, Large, Devious, Intelligent
    Eye beams (d10 damage) 16 HP 1 armor
    Ignores Armor, Near, Far
    Special Qualities: flight

    Instinct: to spread darkness

    • Stay just out of reach
    • Curse with a gaze
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  • General Falcone Solitary, Magical, Organized, Intelligent
    Magitech Greatsword (b[2d10+4] damage) 16 HP 6 armor
    Close, Forceful, Reach, Ignores Armor, Near

    Instinct: to break the enemy

    • Crush foes with might and magic
    • cast dangerous spells
    • call reinforcements
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  • Coeurl Group, Large, Magical, Intelligent
    claws (b[2d8+2] damage 1 piercing) 10 HP 1 armor
    Near

    Instinct: to catch skilled prey

    • Move with speed and grace
    • paralyze with electricity
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  • Flan Group, Magical, Amorphous
    spells (d8 damage) 13 HP 5 armor
    Close, Ignores Armor, Near
    Special Qualities: weak to magic

    Instinct: to feast on flesh

    • Resist normal weapons
    • cast dangerous magic
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  • Magitech Droid Group, Small, Organized, Construct
    Magitech Laser (d6 damage) 10 HP 2 armor
    Close, Ignores Armor, Near
    Special Qualities: weak to electricity and water, hovers

    Instinct: to protect the facility

    • Produce a useful tool
    • sound the alarm
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  • Marlboro Solitary, Huge, Devious, Intelligent, Terrifying
    Noxious Breath (d8+5 damage) 24 HP 1 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: absorbs poison and water, weak to fire,

    Instinct: to feast on flesh

    • Exhale ailing breath
    • Restrain with powerful tentacles
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  • Behemoth Solitary, Huge, Intelligent, Terrifying
    Giant Claws (d10+7 damage) 24 HP 1 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: weak to ice

    Instinct: to protect its territory

    • Rend the weak to pieces
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