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  • Shadow Demon Group, Small, Magical, Devious, Organized, Intelligent, Terrifying
    Claws, Teeth, & Wings (b[2d4] damage 2 piercing) 10 HP 3 armor
    Close, Near, Far
    Special Qualities: Black bat-like wings, Black leathery skin, long pointed wings, red-tipped claws, blood-red horns, razor-sharp teeth, glowing red eyes

    These blackened, winged monsters will attack anyone who threatens to stop their master who is often a greater demon or devil and holds power over them. They often fight dirty, swooping in from the shadows to slash an unaware enemy, and if they do fight face-to-face they will call out for help if they fear they are outmatched. Instinct: To protect their master

    • Attack enemies from the air
    • Hurl black and red swirls of energy
    • Avoid attacks with speed and agility
    • Screech to alert other demons to your presence
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  • Zombie Soldier Horde, Terrifying
    Sword/Spear/Axe (d4 damage 1 piercing) 7 HP 2 armor
    Close, Near
    Special Qualities: Mangled body, dangling guts, bloody

    The recently killed corpses of your fellow comrades have been brought back as the undead and will stop at nothing to kill you! Instinct: To end life

    • Attack the living
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  • Thross, God of Greed Solitary, Huge, Magical, Divine, Devious, Intelligent, Cautious, Hoarder, Planar, Terrifying
    Crushing Tail Whip (d10+9 damage) 30 HP 7 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Appears as a giant serpent, deep black eyes, long white fangs

    Greed has a name and it is Thross, a ~200' serpent adorned in shimmering jewelry with a massive rubied crown upon his head. Unlike the other deities, Thross has no followers as he fears they will desire his belongings. He travels from plane to plane taking anything he wants and ultimately leaving these worlds with nothing of value. His curse is that he desires only what others desire, therefor when anyone has attempted to keep something from him it drives him mad with envy and he will stop at nothing to take it or keep it. Instinct: To pillage

    • Crush enemies with its immense size
    • Force foes into offering all of their belongings
    • Prevent basic damage with thick hide and magical protection
    • Know what others desire
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  • Squatting Warlock Group, Magical, Intelligent, Hoarder
    Fireball spell (d6 damage) 6 HP 0 armor
    Close, Reach, Ignores Armor, Far

    A Spurned apprentice now hides in one of his old master's many buildings. A pitiful man covered in filthy robes and crude jewelry. Instinct: To continue squatting unknown and to gain more power

    • Summon demons
    • Summon Imp cavalry: 2 imps both riding
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  • Blackwall Arbalist Group, Stealthy, Organized, Intelligent
    Lancer (3 DAM 2 piercing) 10 HP 1 armor
    Reach, Far
    Special Qualities: Accurate, Veteran, Irregular

    The militia of Blackwall is comprised entirely of volunteers whom are allowed to use whatever weapon they wish, but they have to provide it themselves unless they happen to be an arbalist. While the majority of settlers within the city prefer the bow for hunting expeditions, the defenders on the wall usually fall back onto the Lancer, one of the few items mass-produced within the city's confines. Accurate, deadly, silent and capable of punching through the thickest of armor, only veterans within the militia are granted permission to use such weapons due to their high material to produce ratios. Of course, an excellent weapon is useless in the hands of one whom doesn't know how to use it. Veteran members of the militia are each given a Lancer and it is up to them whether they use it or not - and most do keep it as a backup weapon or a primary should the barrier walls of the city come under attack. Veterans usually form into small groups of their own volition and form a camaraderie with one another, formulating tactics, attack strategies, and how best to use what little equipment they have. It's not unheard of for these veteran units to take in fresh recruits to train them, resulting in an overall much more powerful force. Instinct: Defend Blackwall City

    • Uses crossbow
    • Sets up ambushes
    • Snipes
    • Inspires Allies
    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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  • Baldushi Guardsman Group, Organized, Intelligent, Cautious
    Martial Weapons - (d6 damage) 6 HP 3 armor
    Close, Reach
    Special Qualities: Diverse Weaponry, Can defend others.

    The Baldushi Guard is a organization citizens are conscripted into and trained. They learn to use a range of weapons including, but not limited to, spears, shortswords and shields. Responsible for patrolling and guarding the upper levels of Baldush, the guard is quite plentiful and always responds to situations in, and usually with, force. Garbed in brownish tan longcoats with red-lens goggles and a mask to pull up over their mouth and nose to keep the sand at bay, they look more like brigands and outlaws than a guardsmen. Trained in unit and defensive tactics, the Baldushi Guard is a force to be reckoned with if they've locked down an area and have had time to set up and situate themselves. The guard is broken down into units, with each unit consisting of a captain, an aide and then 7-10 guardsmen. Each unit consists of at least 2-3 riflemen, 4 shield-bearing guardsmen, with the remainder filled by support roles. Instinct: Defend Baldush City

    • Defends and fortifies locations.
    • Calls for reinforcements.
    • Surrounds and overwhelms.
    • Shieldwall: +1 Armor for each Guardsman in formation.
    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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  • Dune Hunter Group, Large
    Claws (d8+2 damage) 10 HP 2 armor
    Special Qualities: Dive beneath the sands

    Horse sized, cat shaped, covered in scales. Protected from the scouring sands and able to hold its breath for several minutes, it will often lurk in ambush disguised as a small dune. Oviparous, they hunt as mated pairs until eggs are laid, when the male assumes all hunting duties. Instinct: To feed

    • Stalk the wastelands
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  • Ser Jubaka the Skulltwister Solitary, Large, Intelligent
    Large Warhammer (b[2d10+4] damage) 20 HP 3 armor
    Forceful, Reach, Near

    A giant Half-Orc turned personal bodyguard of a Prince. He was knighted but that's probably the only thing he has in common with 'proper' knights. He is able to use the force of both his hands to twists someone's head around 180°. To perform this feat he obviously has to drop his warhammer and it is preferable that the target is stunned. Instinct: to serve his lord

    • Twist someone's head 180°
    • Break someone's bones with a powerful blow
    • Knock someone out with your warhammer
    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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  • Killer Croc Horde, Tiny, Intelligent, Hoarder
    Claw and Jaw (b[2d4+2] damage) 7 HP 2 armor
    Hand, Forceful
    Special Qualities: Amphibious that can breathe underwater

    Descriptions: Johnathan Myers, was an ex-soldier from the capital, in the times of the Civil War before the Neo-Nexul was whole with all of its district. Through his time he learned to despise the capital and wanted to get discharge from the army (a very rare event, as most soldiers dedicate their lives to the capital). He got that chance when he signed up for Project S.E.A.S excited by the LIZ Corporation. They were testing ways to make earth creatures survive underwater for long periods of time. John was one of their partial successes. Mutated so strongly with Crocodile DNA, he eventually became part human part amphibian, and loosing much of his human along the way. He later escaped the LIZ’s laboratory and ran havoc to the nearby towns. Took a big effort from many capital soldiers to eventually lead John to a dungeon where he now lives. Now under the sub-name Killer Croc (given by adventures who were sent by the capital to collect samples of him to continue the S.E.A.S project) he lives in the State 12 dungeon where he spends his life secluded from the world. Awaiting the time for a strong opponent to take his out of his misery or for his next meal to arrive. Instinct: To kill Intruders

    • Croc Shredder—when target is surprise, Target is grabbed with his mouth submerges and starts twirling uncontrollably. (1d10+) Has to be under some kind of water area
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  • Rat Cultist Group, Stealthy, Devious, Organized, Intelligent
    Biting (d6 damage 2 piercing) 6 HP 0 armor
    Close

    The God of Pests has granted this once-human the form of a were-rat. This form gives him the ability to cut through steel using its teeth. The cultist wants nothing more than to populate the world with rats and will stop at nothing to please his God. Instinct: to resurrect the God of Pests

    • Inflicts debilities with their bite
    • Tricks people into their lair to offer them to their God.
    • Call on other cultists for help
    • Call on rats for help
    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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