• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Efril Group, Magical, Stealthy, Devious, Intelligent, Hoarder
    Magical Blast (d6 damage) 10 HP 4 armor
    Close, Reach, Far, Ignores Armor

    Human illusionist that keeps its orderlies at bay through magic and false promises. Instinct: to command the lesser willed

    • Command its subjects
    • Disorient its enemies
    • Change the landscape, even if only in your mind
    • Attacks the mind, not body
    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.
    Tweet
  • Scorpion Man Group, Intelligent
    Pincers (d6+2 damage 1 piercing) 6 HP 1 armor
    Close
    Special Qualities: Stinger

    An unholy mix of man and scorpion that serves its eldritch creators and their servants. If stung by the stinger, roll+con On a 10+: No sweat for you, tough guy! On a 7-9: Choose 1 On a 6 or less: Choose 2 -You don't take a 2d8 posion damage -You don't collapse in a coma -You're armor isn't ruined Instinct: Pillage

    • Sting
    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.
    Tweet
  • 1 Solitary, Stealthy, Devious, Intelligent, Hoarder
    Stab (b[2d8+2] damage) 12 HP 2 armor
    Close
    Special Qualities: Constaints

    Instinct:

    • Constrain
    • Torture
    Tweet
  • Clockwork Grunt Horde, Large, Organized
    One short hand, one long hand, and one piercing, bronze hand (d6+2 damage 1 piercing) 7 HP 3 armor
    Forceful

    "Alright. So that's how you want to play it," Frederick spat. His crimson blood was dripping off of the slender bronze hand of the Grunt. Frederick adjusted his shield and prepared to charge. Just then, a clear, resonant chime filled the subterranean, dwarven cavern, drowning out the mechanical clanking of the construct's internal gears. A great ticking could be heard coming from deep below. Eleven more Grunts emerged, one behind the other, in perfect synchronization, encircling him. He rolled his shoulders and popped his neck, "This could be more difficult than I thought." Instinct: to maintain order, to encircle a foe (clockwise) and rythmically destroy it at 100 beats per minute (think Stayin' Alive by the Bee Gees)

    • Slow down time, Destroy enemies
    • 12 O'Clock and All is Well: Calls 1d12 other Grunts to assemble
    Tweet
  • Ned Shakeshaft Solitary, Stealthy, Devious, Intelligent
    Poison Dagger (d8 damage 1 piercing) 12 HP 0 armor
    Close

    Hired by the merchant to keep the purpose of the haunted house secret. Found tied up and freed by the adventurers Instinct: To deceive

    • Convince he's an ally
    • Causes unexplained accidents
    • Poison
    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.
    Tweet
  • Tortured Hybrid Solitary, Large, Intelligent, Construct, Terrifying
    Whirring Tooled Hands (d10+4 damage 3 piercing) 24 HP 3 armor
    Forceful, Ignores Armor

    Its maker, whomever that is, made it from man. It stumbles, it screams, and it fights desperately to cling to any former sense of humanity...but in the end it must kill for its master as tears of guilt and terror run down its deformed face. Instinct: To protect its maker.

    • Destroys anything that threatens its maker
    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.
    Tweet
  • Eater Group, Stealthy, Intelligent
    Teeth and bare hands (d6 damage) 10 HP 0 armor
    Close

    They can seem normal. They can seem sane. But an unwary traveler that approaches an eater, thinking that it is simply a stranded human is in for a nasty, toothy surprise. Older ones, the ones who haven't been driven to kill themselves and haven't wandered too far away from their tribes...they no longer pass as human. Their stomachs distend like water filled sacks from their abdomens. Eyes black as coal, and a mouth torn to ruin and gaping around broken teeth, their ceaseless mumbled prayers to the Great Devourer are enough to make any hardened warrior piss himself. Instinct: to devour flesh of living creatures so as to absorb their power.

    • Stalks it's prey, and then tricks it into coming closer, before consuming it.
    • It can easily feign sanity and civilized manners.
    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.
    Tweet
  • Lys, the Drenched One Solitary, Huge, Magical, Stealthy, Intelligent, Hoarder
    Weeping claw (b[2d12+7] damage 2 piercing) 28 HP 4 armor
    Reach, Forceful, Near
    Special Qualities: Wet, Wings

    Instinct: to drown the world

    • Flood a room with water
    • Drown out flames and fire
    • Deceive those who will listen
    • Act quickly and forcefully
    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.
    Tweet
  • Sora the Valiant Solitary, Divine, Magical, Intelligent, Hoarder
    Kingdom Key (b[2d8+2] damage 1 piercing) 14 HP 4 armor
    Close, Near
    Special Qualities: He Resist 5 to all elemental magic and resist 5 to dark and light attacks, Kingdom Key: capable of opening any door, lock, and even capable of opening the hearts of people and reveal their most intimate thoughts and secrets, +2 to all dark creatures and +2 to light creatures, it can also use once per encounter the holy explosion ability, +1 armor , He wields the chain of Light allowing him to use multiple drive from but only by borrowing the strength of friends and allies

    Sora the Valiant is consider the child of legend, and the true hero of Lux, he became famous because of his discovery that he could learn the legendary magic of order, ancient magic that is said to bring more order to the world when cast instead of chaos magic that only brings entropy. Sora was not only a considerable enemy to darkness, but also a great individual overall who now every thinks is dead. The main reason for this is that the capital fear his popularity among Libra and so they faked his death and incarcerated him in ground zero prison where he waited patiently to escape and thanks to some brave heroes he might just do it Instinct: It protects the world from the chaos that tries to unbalance it

    • Hits opponents with a combination of light and heavy blows with his X blade
    • Holy Explosion: a enormous burst of holy energy deals damage to all enemies (4d6 Light damage)
    • Firaza: he engulfs his blade in a powerful burst of red flames and launches himself multiple times at his opponent (3d10 fire damage)
    • Blizarda: HIs blades creates a powerful block of ise that is used to hit one opponent (3d10 ice damage) then as it hits the ground the blade shatters multipe shards of ice to all surrounding opponents (3d6 spread to all enemies Ice damage)
    • Thundaza: Raises his blade up as he summons a chain of Lighting form above and all explodes in a burst of electricity (5d6 to all surrounding opponents
    • Ars Arcanum: (on a 7-9 attack) He Lends relentless blows with his blade then launches individual to the air (3d6 damage) then attempts to land a Zantetsuken (2d10 piercing 5) in mid air to avoid and pary do DD Dex or Str whichever is higher
    • Ragnarok: On a -6 to an attack, it counters by hitting you with multiple blows and throwing you mid-air (4d6) then attacks with a powerful explossion of small light comets that hit all opponents equally (2d8 damage piercing 4)
    • Strike Raid: when he is Half of his HP, he hurls his blade multiple times at both opponents equally (2d6 piercing 4) then the last blow he hurls phantom blades at each opponent (2d6 piercing 4) at the beginning of enemy's turn they deal 2d4 to enemies
    • Sonic Rave: Once per round on a 7-9 he nullify an opponent's close attack and then attack with a relentless strike of blows at sonic speed (4d6 damage
    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.
    Tweet
  • Clockwork Behemoth Solitary, Large, Construct
    Mace-like Fists (d12+4 damage) 24 HP 3 armor
    Forceful
    Special Qualities: Metal

    Instinct: to crush.

    • Crushes modern civillisation
    Tweet
Previous
Next