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  • The Brazen Bull Solitary, Large, Magical, Terrifying
    Brass Horns (d10+4 damage 2 piercing) 20 HP 2 armor
    Forceful, Reach
    Special Qualities: Powered by tormented victim roasting inside it, Wreathed in the smoke of human meat

    The brass bull, a nightmarish construct powered by the damned victim in its belly. The bull's mighty roars are the agonized screams of the person trapped inside, their pain fueling its fury, and the smoke billowing from its nostrils carries with it the perfume of roasting meat. Instinct: To roast them

    • Bellow rage and fire
    • Thunderous charge
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  • Pirate Scum Group, Stealthy, Intelligent, Hoarder
    Cutlass (d6 damage) 6 HP 0 armor
    Close

    Cowardly and fragile, the pirates of the Great Sea are an unfortunately common encounter for one just trying to get from place-to-place via boat. While weak on their own, the pirate scum tend to band together and overpower those stronger than them through sheer numbers. When it comes down to it, they'll rely on dirty tricks and deceit to get what they want. Instinct: To pillage

    • Swing cutlass wildly
    • Claiming surrender and then striking when an enemy draws close
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  • Great Colere Guard Group, Intelligent, Cautious
    Great sword (b[2d10+2] damage 1 piercing) 30 HP 4 armor
    Close, Near

    Defenders of their master Basal, the Colere Paladin Order appoints those with the greatest skills to the place of Great Colere Paladin. With heavy plate mail and a sword that can rip and tear through anything short of a dragon's hide, these Paladins are the toughest things encountered on the island of Colere sans their master himself. Extreme caution is advised when facing even one of them... and they like to travel in groups of three. Instinct: To protect

    • Slashes with great sword
    • Calls for back-up
    • Attempts unconvincing diplomacy
    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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  • Editor Solitary, Large, Magical, Intelligent, Hoarder, Terrifying
    He can make you think you're in the scene. But you aren't. (d10+2 damage 1 piercing) 20 HP 2 armor
    Reach
    Special Qualities: The editor looks into your soul and leaves it on the cutting room floor.

    The editor is ruthless. More concerned with timestaps and scene flow than actual performance. A true monster this one. Instinct: To over edit your performance.

    • Can remove you completely from the scene.
    • One minute you're there. Next you're not.
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  • Cinematographer Solitary, Devious, Intelligent
    It transports you to the perfect spot (d8 damage) 12 HP 1 armor
    Close, Reach
    Special Qualities: It can teleport to the perfect place

    The Cinematographer sees the big picture and if you don't hit your mark, he'll hit it for you. If you get my drift. Instinct: To put you in your place.

    • Helps others get in position
    • Position is everything. You may think yo'ure in position, but you aren't.
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  • Assistant Director Solitary, Stealthy, Devious, Intelligent
    Power of his words forces you to obey (d8 damage) 16 HP 2 armor
    Close, Reach, Far
    Special Qualities: Fake death

    The Assistant director thinks they are in charge. Looking over everyones shoulder micromanaging their projects. Instinct: To control the situation

    • To compel you to do as he says
    • Just when you think you're safe, they make a move
    • It can scatter your thoughts and concentration
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  • Best Boy Grip Group, Intelligent
    Using environmental items as melee weapons. (b[2d8+2] damage) 6 HP 1 armor
    Close, Forceful

    The Key Grip is strong from lifting heavy equipment all day. This aggression can be channeled into powerful attacks. Instinct: To slow you down or force you to move

    • Helps Key Grip to achive goals
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  • Key Grip Group, Stealthy, Intelligent, Cautious
    Mechanical devices that can pin you down or crush you (d8+2 damage) 6 HP 4 armor
    Close, Reach, Near
    Special Qualities: They can see in bright lights

    The Key Grip is in charge of the mechanical and vehicles in the shoot. He is a master of gadgetry Instinct: It wants to impede progress

    • Move equipment to set up tactics
    • Place an obstacle that might explode
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  • Cthugah's Flame Creature Solitary, Huge, Magical, Divine, Intelligent, Construct, Amorphous
    Flame tentacle (d12+5 damage 2 piercing) 27 HP 5 armor
    Reach, Near
    Special Qualities: Cannot be harmed by normal weapons, Child of Cthugha

    Appears as a massive ball of fire, roughly 50 feet in diameter, with flaming tentacles extending all around. Instinct: To consume by fire

    • Flame pulse
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  • Gaffer Group, Devious, Intelligent
    Radiant Strike (d6 damage 1 piercing) 6 HP 1 armor
    Close, Reach, Far

    The Gaffer rigs lighting and magical electricity to help record the action in the magical scrying device. Instinct: To Light you up and blind you

    • Runs Electrical and Lighting
    • It blinds you
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