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  • Arcane Hunter Group, Magical, Devious, Intelligent
    Confusion and magic missiles (b[2d6] damage) 6 HP 1 armor
    Close, Ignores Armor, Far

    Specialized in stalking tactics, this highly trained operative is comfortable dealing with the vicious creatures that dwell deep into the unknown Instinct: to hunt magical creatures

    • Magic binding
    • Magical shackles
    • Inhabilitation
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  • Dwarven Danglethumb Bandits Group, Cautious
    Club Pummel (b[2d8] damage) 6 HP 2 armor
    Close

    A typical bandit in Darl's gang is stout, rancid, and foul mouthed. Always grimy, usually sporting dried blood on their signature clubs and spiked shields. They have braided beards and appear to communicate in nothing but grunts. Instinct: to follow the orders of Darl without question.

    • Overwhelm, incapacitate and loot
    • Spiked shield charge.
    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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  • Darl Danglethumbs Solitary, Intelligent, Cautious
    Bludgeoning Hammer Blows (b[2d6+4] damage) 16 HP 3 armor
    Close, Forceful

    Darl Danglethumbs is a notorious dwarf bandit in Ankh-Morpork's fiefdom, it would take a mighty kingly treasure for Darl and his men to venture into the city proper. Darl leads his band of dwarves in their pillaging of the surrounding farms, the Darl is an extremely deadly opponent he generally frowns upon cold bloody murder-- unless he's really really cross. Instinct: to pillage and plunder pathetic farmers in his own name.

    • Coordinate his bandits in a savage assault.
    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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  • Guardian hands Group, Stealthy, Planar, Amorphous
    Tripping, then punching (d6 damage) 9 HP 1 armor
    Close

    Because if its phisiology, this creature mostly remains underground, where it can move unhindered. In the rare occasion it is seen above ground, however, it looks like a clump of ten boney arms that face the sky. The arms clump together at the bottom and end in to stumpy little legs. It's usually summoned by an unskilled arcanist to defend a totem part of a ritual that takes a lot of time. It lays in ambush under the earth and grasps at the ankles of anyone passing by, dragging them to the floor and then releasing a relentless flurry of weak, but plentiful punches. Instinct: To guard

    • Grabbing and punching
    • Hide underground
    • Emerge from the ground
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  • Two Wings Timmy Solitary, Organized, Hoarder
    Light Slaps and Swears (d4 damage) 8 HP 0 armor
    Close

    Two Wings Timmy is a short rotund man, with a pocky and unhealthy complexion, and a hairline that completely surrendered in the distant past. He's a cheat, and a crook but than he'd have to be as the owner of The Chain Locker in the Shades. So come one come all and allow Tim to weasel his way into your purse. Instinct: to make money hand over fist.

    • Kick aimlessly at the shins.
    • Cower in fear whilst summoning his bouncers.
    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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  • Knuckles 'the Pugilist' Bertrum Solitary, Large
    Flurry of Blows (b[2d10+4] damage 1 piercing) 20 HP 0 armor
    Forceful

    Knuckles is an eight foot tall Ogre and the premiere bouncer at The Chain Locker, located in the Shades on the corner of Rope Street & The Old Fantoon. Knuckles has been in the employ of Two Wings Timmy for the past ten years. During the year, on quarterly intervals Two Wings Timmy will host a CAGE MATCH EXTRAVAGANZA! offering 1,000 gold to any comer that can best the Great Knuckles Bertrum in the cage. Instinct: To supply his basic needs.

    • Lightning fast punching and kicking combos.
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  • Barnum Balthazaar Solitary, Magical, Stealthy, Hoarder
    Eldritch Ball of Flame (d10 damage) 12 HP 4 armor
    Close, Ignores Armor, Far

    Barnum Balthazaar is a 25 year old graduate of Unseen University. He believes he is bound for greatness and therefore he must take what is necessary to fulfill that destiny. So with his beady black eyes, long brown beard, knobbly knees, nicotine stained fingers, and musty old bluish robes Barnum will strike out into the world and tread upon those who would stand in the way of his destiny (but these motivations are always negotiable at the right price). Instinct: to come into his destined power.

    • Strikes quickly from a hidden position and flee.
    • Cast an overwhelming illusion.
    • Cast a hot slippery Grease spell
    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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  • Deep Elf Warden Solitary, Magical, Stealthy, Intelligent, Hoarder
    Barbed greatsword (b[2d10+4] damage) 16 HP 6 armor
    Hand, Close

    Instinct: To inflict pain beyond measure

    • Protect the clan
    • Give the appearance of being somewhere they’re not
    • Spells of deceit and trickery
    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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  • Bonemender Golem Solitary, Large, Construct, Skeletal
    Grafted Weapons (d10+4 damage) 16 HP 4 armor
    Forceful, Reach, Near
    Special Qualities: Immunity: Slashing and Piercing, Immunity: Magic Effects

    Bonemender golems are beasts created from an ancient and evil clan of dwarves that lived deep within the swamps of the Whispering Marsh. Crafted through magics and rituals, the things are designed in a variety of different forms. Made of nothing but bone, they are impervious to slashing and piercing weapons. The powerful magics that create them have also left them immune to nearly all magical effects. Perhaps, worst of all, is the bonemender golems ability to place things within its chest and encase it in solid bone. It is not uncommon to see capsules fitted together with hundreds of small bones laying about the chambers of the constructs. Many of the chambers where these things dwell will be littered with bones, allowing it to replace broken limbs and bones, essentially regenerating itself. Instinct: Follow orders

    • Replace broken bones
    • Encase in bone
    • Belch forth bone shrapnel
    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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  • Barghest Solitary, Large, Magical, Devious, Organized, Planar, Terrifying
    Claws/Bite (d8+1 damage) 16 HP 1 Armor
    Special Qualities: Immune to mundane weapons, Keen vision and scent

    This snarling, canine beast pads forward on all fours, its slender front limbs looking more like hands than a wolf's paws. Said to be fiendish relations of all goblinoid races, the hateful barghests come to the Material Plane to feed. As they consume the bodies of innocents, they grow increasingly powerful. A barghest eventually sheds its skin to transform into a greater barghest, at which point it often seeks out a tribe of goblins or other creatures to rule. Instinct: To kill and eat souls

    • Charm or confuse a foe.
    • Leave no trace.
    • Travel between dimensions.
    • Fly into a lethal rage.
    • Devour a soul to become more powerful.
    • Custom Move: When a Bargest tries to charm you, Roll+WIS. On a 10+, you shrug his spell off. On a 7-9, choose 2: You are confused by his presence, You don't want to fight it anymore, You have to Defy Danger before attacking it. On a 6-, you obey his commands.
    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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