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  • Ninarien Solitary, Intelligent
    Cunning bow attack (b[2d10] damage 1 piercing) 12 HP 1 armor
    Close, Far

    Instinct: Watch for trouble and report to Kalarel. Act on a golden opportunity.

    • Elven Ranger Spy for Kalarel
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  • Kalarel
    Rod of Orcus (d8+2 damage) 10 HP 1 armor
    Close, Ignores Armor, Far

    Instinct: Command Necromancy, Release Ezradreth

    • Bend the power of death to his will
    • Command the undead, weild corruption, weakness and decay.
    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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  • Jakalope Solitary, Intelligent, Planar, Terrifying, Amorphous
    lightning horns (b[2d10] damage) 19 HP 3 armor
    Close, Reach, Ignores Armor
    Special Qualities: flight, shadeform

    The shadow of a storm; a strange, flickering being the temperament of an angry thunderhead. Some say it can just swoop down from a roiling grey sky; the wizards will tell you it's native to a dimension of nothing but storms but got caught in this world somehow. Instinct: bring the storm

    • unleash bolts of lightning
    • vanish into the shadow of a cloud
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  • Featherling Group, Small, Magical, Stealthy, Planar, Terrifying, Amorphous
    Grabbing, entangling with chain and cutting your skin with claws. (d8 damage) 13 HP 5 armor
    Close, Ignores Armor, Far
    Special Qualities: No legs, hovering, scary coat and bony peak-face.

    This being is a ghostly form of a sinners soul. Its half as big as a human, but stronger than it appears. It dwells in the labyrinths made of caves inside mountains. It hovers 15cm of the ground and has no legs. It hides under a coat made of ruined human clothes with feathers stitched in, which covers its head too. On the face it has a large peak, bigger that the head itself. It has two small holes for the eyes which can be only seen when they catch moonlight. It has an iron chain around it's body - one ring for each sin. It grabs small children with bony hands in thin white deadcold skin. It steals small children at night if they dont go to bed soon enough. It hunts in small groups: one lures parents away, the others steal children with grabbing them and dissappearing in the dark. It has claws too so it can hurt you with them. Instinct: It wants human children to drink their blood.

    • Grabs anything that it can hold and use blink skill in 50 m radius.
    • Use blink skill to lure out into the dark woods.
    • Cannot be hurt with metal. Can use blink skill.
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  • black kelpie Solitary, Large, Terrifying
    kick (d10+4 damage) 16 HP 1 armor
    Forceful
    Special Qualities: once submerged in water it becomes skeletal in appearance and its teeth turn to fangs

    This water horse can be easily identified by its smooth black seal like skin and light blue mane and tail which are always dripping with water. It hunts by tricking people into riding on its back and as soon as they do the kelpies skin beckmes adhesive, when it has its victim trapped it runs for the water, when it reaches the water it becomes a horrifying abomination, its back legs twist into a tail, it becomes boney, with glowing eyes and a mouth full of fangs. It keeps its victims trapped til they drown and when they do it devours its victims body. Unlike its cousin the green kelpie this kelpie is not friendly to humans and is far more common Instinct: to feed

    • bite
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  • green kelpie Solitary, Large
    kick (w[2d10+4] damage) 20 HP 1 armor
    Forceful
    Special Qualities: can breathe underwater

    This water horse can be identified by its smooth green seal like hide, and white mane and tail that is always dripping with water. Instinct: to live in peace

    • back legs kick
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  • brownie Horde, Tiny, Stealthy, Organized, Intelligent
    hit with broom (w[2d4-2] damage) 3 HP 0 armor
    Hand, Near

    brownies are small non violent creatures, they're known to live in the house of humans and elves and tidy up at night while the owners sleep. most people that have them in their house are happy to have the help and will commonly reward their hard work by leaving out bread or a bowl of cream for them. anyone who knows of these creatures will warn you not to criticize their hard work because they're easily insulted, if they feel insulted or unappreciated they'll undo everything they have done and flee the house. fighting these creatures is uncommon because they're non violent creatures but if one of them is threatened they will all attack. although if you don't want them in your house you can just ask them to leave. Instinct: to clean

    • clean house
    • uses distractions to escape
    • screams for help when it is in danger
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  • banshee Solitary, Magical, Devious, Terrifying
    ghostly wail (d6 damage 1 piercing) 12 HP 4 armor
    Close
    Special Qualities: transparent, ragged cloths, floating

    no one knows what a banshees intentions are, or why they always seem to be around when there is danger but it is common knowledge that seeing a banshee is an omen of death. they don't like direct confrontation but they will attack if you get too close or attack them first. it appears sometimes as an old nomad rather than a ghostly figure, some have reported elderly women such as these warning them of danger, although there is no proof that these were banshees however...they were always right Instinct: to terrify

    • claw swipe
    • sighting a banshee is an omen of death
    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 Group, Small, Planar, Terrifying
    vicious bite (d8+2 damage 2 piercing) 6 HP 1 armor
    Close, Forceful
    Special Qualities: no skin on its skull, and hellfire burning where its eyes should be

    most confuse these for hellhounds but those that get close enough to tell the difference don't live to speak of it. hellhounds are black german sheppard like dogs controlled by devils, while a barghest is relatively the same size and color its head is nothing but a black skull with hellfire burning in its eye sockets. the biggest difference between the two besides the appearance is a barghest is owned by demons and rarely obeys orders, it will attack a mortal as soon as it sees them and if they kill someone they will consume their soul. Instinct: to consume souls

    • bite
    • fire breath
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  • cybermen Horde, Devious
    laser beam (b[2d4+2] damage) 7 HP 5 armor
    Close, Forceful, Near
    Special Qualities: can upgrade itsself to adapt to almost any situation: +1 armor against the last attack made against it

    this race was once humanoid, however they decided to upgrade themselves with cybernetic parts. after a while they became nothing but brains inside a robotic shell, their goal is to convert the entire universe into cybermen or kill those that resist. this new form of cybermen can upgrade themselves to adapt and when they do so they get a +1 to armor against the last form of attack that damaged them. the cybermen are all equipped with tasers used for disabling organics, if it grabs a player it can shock them for a d4 of damage and incapacitate them. Instinct: to convert all life to cybermen

    • arm mounted laser cannon
    • its goal is to incapacitate its enemies so it can "upgrade" them into cybermen
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