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  • Displacer beast Group, Stealthy
    Claws (b[2d8+2] damage 2 piercing) 6 HP 1 armor
    Close

    A cat-like monster of a beast with razor sharp claws, the displacer beast can blink from one place to the other and is estremely hard to hit, or avoid. Instinct: To feed

    • Instantly teleport somewhere else in the vicinity
    • Appear a few paces to where it's really at
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  • Undead kobold Horde, Small, Stealthy, Organized, Intelligent
    Bone spear (d6 damage) 7 HP 1 armor
    Close, Reach, Near

    A humanoid, rat looking reptilean that died and was reanimated. They keep their intelligence, but are thralls of the lich that controls them. Instinct: To serve their undead master

    • Retreat and set up an ambush
    • Lay a trap
    • Yip yip! Call for help
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  • Tiny terror Group, Small
    Tackle (d6 damage) 6 HP 1 armor
    Close

    Tiny monsters that fiercly protect their mother and queen. Instinct: Protect their mother and feed themselves

    • Take shiny things away
    • Intercept damage to their mothers
    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 Ursine Solitary, Large, Magical, Intelligent, Hoarder, Terrifying
    Claws (d10+4 damage 2 piercing) 20 HP 1 armor
    Forceful
    Special Qualities: Its a deformed massive bear. It has tusks protruding from its jaws and four sets of eyes which blink at separate times. Drool constantly drops from its canines.

    The Ursine was once a bear. It is now a beast deformed by the magic of the Green. It has gained intelligence and it desires to construct its own crude, tribal society. It wants to be king and it uses its mental power to break their minds and force them to obey it. Instinct: To subdue others to its will.

    • Attempt to break others' will with its mind. Savage them with its claws.
    • It sends out a magic pulse from its mind that attempts to break the mind and submit it to its will.
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  • The Ursine's Guards Group, Intelligent
    Large clubs or crude blades (d8+4 damage) 6 HP 0 armor
    Close, Forceful

    These are the few of the Ursine's slaves which were adventurers or otherwise more formidable people. They are kept close as its guards and they are still able to wield weapons in some fashion. Instinct: To protect The Ursine

    • Attack in bloodlust
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  • The Ursine's Weak Zealot Group, Intelligent
    Fists (d6 damage) 6 HP 0 armor
    Close

    These are the unarmed, the weak and the children that are slaves to the Ursine. They are not strong, but they are numerous and completely fearless. They look disheveled and wear rags if anything at all. Instinct: To obey The Ursine

    • Scrounge for supplies. Act savagely
    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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  • Admiral Edward Smith Solitary, Intelligent
    Greatsword (b[2d8] damage 1 piercing) 16 HP 3 armor
    Close, Near

    Instinct: To do as told

    • Strike with greatsword
    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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  • Gubland Royal Marksman Group, Intelligent
    Musket (b[2d6] damage) 6 HP 1 armor
    Close, Far

    Instinct: To defend

    • Fire musket
    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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  • Gubland Royal Guard Horde, Organized, Intelligent
    Cutlass (d10 damage) 12 HP 2 armor
    Close, Near

    Instinct: To protect

    • Strike with cutlass
    • Yells loudly to alert other guards
    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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  • Gubland Privateer Group, Organized, Intelligent
    Longsword (d8 damage) 10 HP 2 armor
    Close, Near

    Due to the large amount of raiders and pirates in the area, the Gubland Privateers had to take up arms on many of Gubland's trading boats. You'll generally only find them on boats carrying larger amounts of supplies. Instinct: To guard

    • Strike with longsword
    • Yells to signal the other ships
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