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  • Meathook the Wyvern Solitary, Large
    Tail sting (d10+2 damage 2 piercing) 20 HP 2 armor
    Special Qualities: Flight. Grafted meathooks. Poison sting.

    Meathook is a wyvern reared by a Naugrim Gorelock. It has been horrendously tortured and hooks and knives grafted into its scales. It has been trained to impale living humans onto its grafted weapons for capture. The Naugrim maintain its loyalty by allowing it a reprieve from continuous pain when it performs as desired. It can also carry a few dwarves into battle if needed. Instinct: To earn a reprieve from pain.

    • Impale the living on its hooks.
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  • Naugrim Gorelock Solitary, Large, Magical, Organized, Intelligent, Hoarder, Terrifying
    Lash of braided intestines (d10+2 damage) 16 HP 0 armor
    Forceful, Reach
    Special Qualities: Wears limbs as ornaments.

    Sometimes Naugrim who have served too long in the elite become too close to the bloody God that powers them. These crazed dwarves wear no armor so that they can feel the slick of enemy blood on their skin. They have a strange power over blood and raw flesh they touch, commanding it to obey their will. Instinct: To bathe in torn flesh.

    • Use fallen flesh to create warped magics.
    • Burst organs and boil blood.
    • Use an ally as a biological bomb.
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  • Naugrim Elite Group, Large, Divine, Organized, Intelligent, Hoarder, Terrifying
    Cruel, spiked hammers (b[2d8+6] damage) 18 HP 2 armor
    Forceful
    Special Qualities: Delights in death and gore.

    The Naugrim elite are the storm-troopers of the dwarven forces. Their arms are drenched in gore and faces covered with a horrible mask to a bloody God. The Naugrim grow to monstrous size when they perform their rituals and don their masks, awakening their giant-kin blood. They enjoy pulling people apart and bludgeoning them into a sickening paste. They go into battle fully armed and armored in enchanted mail that grows with them. They are among the most feared battle forces in all the lands. Instinct: To get bloody revenge.

    • Hulk out and crush foes.
    • Hurl an ally into their ranks.
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  • Struthiman Horde, Organized, Intelligent
    Polearm (d6 damage) 3 HP 2 armor
    Close, Reach
    Special Qualities: Fast, steady running.

    Native to arid plains, the struthimen have been herded out of their traditional territory to make room for human farmers. They are nomadic people with the head and legs of ostriches. Their long necks move from side to side when they are agitated or sleeping. Their bird feet have surprisingly powerful claws that they employ suddenly when an enemy gets inside the reach of their spears and glaives. Struthimen flock together and can run as a group for long distances. They despise other humanoids for treating them as lesser beings. Instinct: To reclaim territory.

    • Surprise with a powerful kick.
    • Flock into a tight group
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  • Minion Abomination Group, Small, Construct, Terrifying
    claws or bite (d6 damage) 6 HP 0 armor
    Hand
    Special Qualities: protect its master, made up of surgically connected body parts

    Crafted through surgery and sorcery, these misshapen entitles might hop about on a single foot, a pair of arms attached to a head, or slither on an unnaturally long torso. Instinct: to obey The Surgeon

    • trip someone up
    • drop from the ceiling
    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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  • The Surgeon Solitary, Devious, Intelligent
    scalpel (b[2d8+2] damage 2 piercing) 12 HP 0 armor
    Close

    A depraved visionary who has learned to mix surgery and sorcery. Over his cloth mask, he wears a set of intricate goggles that allow him to mesmerize a "patient" into a state of numb compliance. Once the patient is so controlled, he begins the operation, manipulating the scalpel with fingers that each have one extra joint. Instinct: to break and rebuild

    • command his minion abominations
    • mesmerize into numb compliance
    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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  • Automata spider Group, Small, Stealthy, Devious, Organized, Construct, Amorphous
    Venomous fangs (b[2d4] damage 1 piercing) 9 HP 3 armor
    Close
    Special Qualities: Built to spy and kill the enemies of the Automata

    A metallic spider constructed by the Automata, intended to hunt down and murder their foes. It hangs onto the bottom of automata ships, and drops off or repeals to the passing ship of the target, where it will then monitor the target or kill them depending on its orders. The Spider while being of Automata construction is clean of any identifiers making it difficult for anyone not familiar with the spiders to trace it back to their creators. Instinct: To kill the enemies of its creators.

    • Crawl on the ceiling and attack from unexpected places.
    • Repel towards a target
    • Sleeping gas and stoneflesh poison
    • Call for help and stun opponents with air horn
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  • Basic Boss-Fight Minion Group, Intelligent, Cautious
    Shortsword (d6+1 damage) 6 HP 4 armor
    Close, Reach
    Special Qualities: Protected By Others, Protector

    "They're just....... followers. Now git off me or I'll........" A template for a stereotypical minion in a boss fight. Enjoy The Stats! Instinct: to serve the Boss Monster

    • Defend its superior
    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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  • Chaos "Beat It" Warrior Solitary, Magical, Organized, Intelligent, Hoarder
    Dual Shocking Baton (d8 damage) 30 HP 6 armor
    Close, Ignores Armor

    Commander of the Dance Battleguard team, This very stylish individual is not a guy you want to mess with, Although very flashy and eccentric individual, when he fights he knows how to defeat it enemies Instinct: To Kill with Elegance

    • Performs Spell Shamona Shield: Engulfs allies with shamona's armor making them less permeable to take damage. (+2 to armor to one ally) This does not increase his own armor strengh. He can split shield to two allies for +1 armor to each
    • Shamona Shield
    • Call from Radio
    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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  • Dance Battleguard Group, Magical, Organized, Intelligent
    Element Gadget Gloves (d6 damage) 5 charges 6 HP 3 armor
    Close, Far

    The capital does not care about MJ's powers, but these guys do. Hired by the capital due to their exceptional powers. These men were taught the ways of MJ's powers with the that their have power and the Shamona to defeat their opponents Instinct: to dance their enemies away

    • Uses Spells and Dances
    • Fireball (1) : you cast this spell with the gloves that combined with in a group create a more powerful fireball (individual 1d4; as a group 1d8 damage)
    • Radio Call
    • Lighting Bolt (2): it cast this spell thought its glove shooting a minor form of lighting, in a group the spells becomes more powerful, (1d4 alone, 1d8 in a group)
    • Recharge Dance: It performs a dance to recharge its gloves 2 charges per dance on a 10+, 1 on a 7-9
    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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