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  • Auriga Sirkinos Group, Stealthy, Devious
    Wand (d4 damage) 6 HP 0 armor
    Close

    Stout Auriga Sirkinos appears to be jolly and fun-loving. His mirth actually hides a ruthless personality. He is a fanatic who will do anything to promote the cult of Usamigaras and his own power. He tries his best to hide this under a pleasant manner. While he will welcome the party, he will also do his best to insure that he, personally, retains the most power in the cult. However, if it comes to a choice between the Magi of Usamigaras or the personal power of Auriga Sirkinos, he will choose personal power. Instinct: Personal gain and power

    • Put his needs first
    • Flees under cover of allies
    • Call reinforcements
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  • The Dining Hall Solitary, Huge, Magical, Stealthy, Devious, Planar, Amorphous
    Delicious enticing food
    Special Qualities: Location: cursed room.

    There's nothing but stale crumbs left in the food sack, your waterskin's nearly empty, the wineskin ran out days ago, and you haven't eaten in two days. Hunger gnaws at your belly, and even the halfling's starting to look appetizing. There's no doubting that your food situation's desperate. But then you find it. It fits the surroundings - a log and wicker eating hall in a forest, a fine dining room in a mansion, a stone feasting hall in Dwarven mines - wherever you are, it makes as much sense as possible, for an eerily unoccupied dining hall filled with freshly prepared, delicious smelling food. Any who eat the food however fall under it's curse. for their greed and ill manners, they are transformed into food animals - pigs, chickens, ducks, etc. and then trapped inside the hall until they are collected by hungry spirits to be made into spirit-food. Instinct: Capture food for flesh eating spirits.

    • Appear as a normal unoccupied dining hall filled with delicious food.
    • Entice them with irresistable food.
    • When they eat your delicious food, transform them into fat, tasty animals.
    • Trap their animal forms until a spirit comes to collect them.
    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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  • Magi of Usamigaras Group, Magical, Organized
    Silver Dagger (d6 damage) 6 HP 0 armor
    Close

    A common magi of Usamigaras. It is wearing rainbow robes with a silver mask of child's face. Instinct: Honor Usamigaras

    • Defends Usamigaras
    • Cast Hold Portal
    • Call support from other magi
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  • Guard Group, Intelligent
    Iron Sword (b[2d8+2] damage 1 piercing) 10 HP 4 armor
    Close, Forceful, Near

    Wee-ohh, Wee-ohh,Wee-ohh. Hates thieves. Instinct: to guard

    • guard loot
    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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  • Don't Anger The GM Solitary, Stealthy, Intelligent, Terrifying
    Longsword (b[2d10+2] damage) 12 HP 4 armor
    Close, Reach, Near
    Special Qualities: scales look like they will fall off, but no they won't

    And it's almost Level 11 for you, but you trip on a rock and die, the end, and this mob will steal your home. Instinct: to take over

    • Take over the area
    • trick one into giving up land
    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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  • Death Knight Solitary, Magical, Intelligent, Hoarder, Terrifying, Amorphous
    Great Sword (b[2d10+4] damage) 19 HP 4 armor
    Close, Forceful, Reach
    Special Qualities: Glowing red pinpoints in the sockets of its skull seem to stare through you

    Children adore tales of gallant knights who served the greater good - their deeds, their triumphs and their chivalry. What children never hear about is the knight who failed miserably, was corrupted by evil forces and who turned his back on his cause, breaking his vows. Some of these knights became cursed to walk the earth after death, their own darkness and hatred pushing them onward. The Death Knight is such a one, the goodness stripped from it long ago. In the place of chivalry and honor are cunning and a long, deep hatred for anything alive. A Death Knight is rarely found with others of its kind, but will often be accompanied by a small unit of Skeletal Warriors who serve under it. While its Great Sword is terrible enough, the Death Knight also has the power to pull at the fabric of the soul from several paces away. Those who experience it seldom survive, but those who have describe it as "all the joy, hope and dignity being ripped from inside you." Instinct: to crush the living.

    • Cleave victims in twain
    • Rend the soul
    • Terrify with a gaze
    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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  • Penelopy, Mistress of Coin Solitary, Organized, Intelligent
    Aetheryte Daggerscale vest (b[2d10] damage 2 piercing) 12 HP 4 armor
    Close, Near

    The Mistress of Coin handles all of Lyrandar's accounts, maintains the vault, and supervises the Aetheryte Mining of The Spire. She is secret lovers with Syrian Lyrandar, recently deceased Skymaster of Lyrandar. Instinct: To swear bloody vengance and bring about the full fury of a House Lyrander, arisen from the ashes like a mighty Phoenix!

    • Next in line to the Skymaster Chair, and recent witness to the murder of her lover.
    • Supreme command of the remaining Lyrandar forces.
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  • Beastman Group, Organized, Cautious
    Cleaver (b[2d8+4] damage 1 piercing) 10 HP 2 armor
    Close, Forceful

    Instinct: To drive the enemy before them.

    • Tear Flesh, Hew bone
    • Blow horn for others
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  • Jotun Group, Huge, Magical, Organized, Intelligent, Hoarder
    Massive Axe or Club (b[2d10+7] damage 3 piercing) 18 HP 3 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Resistant to Frost

    Created by the Yellow Dragon Svelvyar before the Aesir. The Jotun quickly rebelled against the dragon's rule waging war against the yellow wyrm. The dragon took great delight in destroying the giant's and their civilization. Now only a handful of the massive men remain biding their time to wage war against the dragon and his new favorite creation the Aesir. Instinct: To reclaim its kingdom. To resent the Aesir. To fight against the dragon

    • Hew with giant axes
    • Controls the winds of the North
    • Blow sounding horn for reinforcements
    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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  • Brynwulf Aesir Jarl Solitary, Devious, Intelligent, Hoarder
    Biter the Great Axe (b[2d8+4] damage 3 piercing) 16 HP 2 armor
    Reach, Forceful

    "He was even taller than the rest of them. If you can believe that. Massive fella' with a bald head and great yellow beard braided and forked down to his belt. And that axe he carries is the size of him and glints with evil intent from what I saw. I saw him wade into our first cohort and saw parts of our men fly in every direction. A head here. A foot and bit of leg there. Absolute carnage." -Last words of Titus Polonius before being executed for cowardice in the face of a foreign enemy. Instinct: To lead his people. To prove he is the strongest.

    • Brutalize foes with Great Axe
    • The Biter removes limbs.
    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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