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  • Winter Wolf Group, Small, Organized
    Bite (d8 damage 1 piercing) 6 HP 1 armor
    Close, Near

    Large. Intelligent. Works cooperatively. Doesn't like intruders. Not one bit. You MIGHT see them coming, but don't count on it. Instinct: To defend its territory.

    • The pack, evolved to perfection
    • Howl for the Grand Pack
    Tweet
  • Yeti Solitary, Huge, Magical
    Claws (d10+5 damage 2 piercing) 20 HP 1 armor
    Reach, Forceful

    Bumbles doesn't bounce. He hunts. Lets you know he's around, moaning in the frost winds. Attacks when the snow is thickest, when he can't be seen. Drags you off and breaks you down, bit by bit. Instinct: To devour the hearts and spirit of men

    • Haunter and hunter of the Pedwaar Baans
    • Baleful, bewitching moan
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  • Corsair Raiders Group, Stealthy
    Short sword (d6 damage) 6 HP 1 armor
    Close

    Corsairs armed with short swords, they excel in quick raids but not in long combats Instinct: All the treasure it can grab

    • Lash out with their short sword
    • They will use the environment to their advantage
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  • Corsair Archer Group, Stealthy, Intelligent
    Shortbow (d8 damage) 6 HP 1 armor
    Close, Far

    A group of Corsairs with bows, they are to cover the back and cover retreat Instinct: To raid and follow orders

    • Fire a volley
    • Will use the environment to their advantage
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  • Gorm the Binder Solitary, Magical, Organized, Intelligent
    Stormbringer (d10 damage) 16 HP 1 armor
    Close, Ignores Armor, Far

    A hulking brute of a man, Gorm is heavily scarred from his use of Stormbringer - his head is bald and his left eye is milky and scarred. His veins have been burned black, meaning he looks like he is covered in black spiderwebs. He is dressed in practical sailing armour and prefers to stay in the back, leading the troops from afar. Instinct: To take from others and leave none to resist

    • Use his hand and a half scimitar to cut down the foe
    • Stormbringer: can summon a bolt of lightning from a brass rod if he focuses
    • Can call support from off the battlefield
    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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  • Trapped Soul Group, Magical, Devious, Amorphous
    Swampwater Tendril (w[2d6] damage) 17 HP 5 armor
    Close, Reach

    The Souls of those unfortunate enough to drown in the misty swamp often get stuck to their bodies. Waiting for someone to finally severe the connection that keeps them in the cold and gruel world that killed them. They are starved of human interaction and will try to meet with who ever enters the swamps, but as they are a mere Soul they take the Swamp as their body, endangering these they seek help from. If they are attacked, they will often drag their attackers into the swamp, to damn them to the same cruel destiny they once faced Instinct: To search for the warmth of the living

    • Create a Body of Swampwater
    • Drag and Drown
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  • Muutvar Caster Solitary, Magical
    Spells, 2d6 12 HP 0 armor
    Close
    Special Qualities: Immune to normal magic

    Instinct: To abuse the Weave

    • Bone Rain (AoE projectiles, using a corpse)
    • Gold Rings (creates concentric armor; each ring absorbs a hit) [Already Cast: 7)
    • Grails of Lightning (Imbues valuable items with an electric field)
    • Rune of Water (creates water)
    • Shield of Spiritual Devouring (An aura that debilitates CON/STR if it is encountered in Melee
    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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  • Lycan Group, Stealthy, Intelligent
    Claw or weapon (b[2d8] damage) 6 HP 1 armor
    Close, Ignores Armor

    The Lycan. Slaves to Monreq's power. Instinct: To obey the master, or experience pain

    • Assume shapes, both pleasing and deadly
    • My shape confuses you
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  • Cullen Monrq Solitary, Magical, Divine, Planar
    Sword and Spell (d12+2 damage) 22 HP 4 armor
    Close, Ignores Armor, Far

    Derlyn Clame, otherwise known as Cullen Monreq. The last of the Neran soldiers. A conqueror, cursed to seek revenge. Instinct: to conquer the planet

    • Absorb Mystical Energy
    • Call on the powers of darkness
    • Perfect knowledge of the Weave
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  • Spanish Galleon Horde, Huge, Intelligent, Construct
    Cannon (d6+7 damage 1 piercing) 15 HP 5 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities:

    Instinct: Convey the Queen

    • Deploy Pirates, Fire Cannons
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