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  • Uoomgya Solitary, Huge, Magical, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous
    Fleshy Tendrils (d10+5 damage) 27 HP 5 armor
    Reach, Ignores Armor, Far
    Special Qualities: Quivering, sick, mass of fleshy, pulsating globules

    The Uoomgya knows everything that is going to happen, is happening, or has happened. It is an evil beyond comprehension kept under the most fastidious guard and held as a dire secret. Its dark ability lies in proclaiming events to happen, what a sapient creature hears the Uoomgya say will come true, this is but a simple fact. This is why its guardians allow none to even come close to approaching the monster, its ability to wreck havoc in the world with a simple utterance is far too great. Instinct: To sow chaos and disrupt the fabric of reality

    • What it speaks, and people hear, becomes reality
    • Hideous Truth Telling
    • Dark Prophecy
    • Mauling destiny
    • All-knowing
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  • Lonely Gatherer Solitary, Stealthy, Devious, Planar, Terrifying, Amorphous
    Soul plucking (d10 damage) 15 HP 1 armor
    Close, Ignores Armor, Near
    Special Qualities: Ever Changing Face

    A hooded humanoid figure with fingers that extend past the corporeal world and into the intangible. Its face changes from moment to moment, resembling the visages of those souls it has gathered. It forever feels a cold, torturous loneliness brought about by its very existence. It regards those souls it has gathered as its dearest friends, and yet, it can never quench the feeling of loneliness. Instinct: To ensure the collection of heroic souls.

    • Soul untethering
    • Glamour
    • Boundstep
    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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  • Olgayre, Tinkerer Extroardinaire Solitary, Stealthy, Intelligent
    Repeating crossbow (d10 damage) 12 HP 2 armor
    Close, Reach, Near, Far
    Special Qualities: A backpack that carries him on four giant legs

    Instinct: To consume knowledge of machines and artifacts

    • Break and fix anything and everything
    • Tinkerer's tools, smoke bombs, mirror paper
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  • The Mammoth Rarard Solitary, Cautious
    Tusks (d10+4 damage) 16 HP 2 armor
    Close, Forceful, Ignores Armor
    Special Qualities: A prehensile trunk

    Instinct: Protect his human friends

    • Trample and spear with tusk
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  • Umek Solitary, Intelligent
    Bone-point Arrows (b[2d10] damage 1 piercing) 16 HP 1 armor
    Close

    Instinct: Seek the prophecy of the North

    • Fight with bow
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  • Ashib Solitary, Intelligent, Cautious
    Bone Club (d10 damage) 16 HP 4 armor
    Close

    Instinct: Seek the prophecy of the North

    • Fight with club and shield
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  • Enus Solitary, Intelligent
    Mammoth Bone Greatspear (d10+4 damage 1 piercing) 16 HP 1 armor
    Close, Forceful, Near

    Instinct: Seek the prophecy of the North

    • Fight with greatspear
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  • Galore's Goons Horde, Devious, Organized, Intelligent
    Clubs, knives, swords, spears (d4 damage) 3 HP 0 armor
    Close

    The Brothers Galore employ an assortment of fools to give their opponents a false-sense of ability. The goons will fall at the enemies feet in droves, promised to be healed by the Elven magic of Skelmosskel. They fight for money alone, and they have earned well (if they live) under the tutelage of the Brothers. Instinct: Fortune

    • Make a show
    • Give a false sense of skill to the attacker in preparation to fight the Brothers Galore
    • Blows a horn, more goons come from another camp.
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  • Ghaugh Solitary, Large, Intelligent
    A hammer ten feet tall with a head four feet wide (d10+2 damage) 20 HP 3 armor
    Forceful, Ignores Armor

    Ghaugh is a ten foot tall nightmare, and his hammer is as tall as he is. He can move with incredible speed for a creature so large. He learned to fight from the most well-renowned gladiators of the Saurops empire. Saurops respect him, because anyone he learned from is now quite dead. Instinct: Fame and fortune.

    • Smash
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  • Burrkal Solitary, Stealthy, Intelligent
    Dragon-glass daggers. (b[2d10+2] damage 2 piercing) 12 HP 3 armor
    Close, Forceful, Near

    Burrkal is the second of the Brother's Galore. He learned his skills from the eldest of the wanderers of the southern desert. Their name's don't matter. They're all dead now. Instinct: Fame and fortune.

    • hit and run
    • caltrops, blinding sand, flash-bombs
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