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  • Ox Rider Group, Intelligent, Cautious
    Longspears (d8 damage, pierce 1) 6 HP 4 armor
    Close, Near

    "The nomads of the far north ride Ox that twice the size of any cattle seen in the south. These men did not come to this land on our ships. They know of things that happened before our kingdom existed. They cannot always be trusted, unless they speak of history. Never disbelieve a historical event if they say it was true." - Tais Caelai, King's Explorer. Instinct: Survival

    • Ride huge Oxen into Battle
    • Drive back foes with spear points
    • Shepherd livestock with spears
    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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  • Morrock Group, Huge, Magical, Divine, Terrifying, Amorphous
    through agents and demons and Devils (d10+5 damage) 19 HP 5 armor
    Reach, Far
    Special Qualities: appears as a dark horned shadowy Dragon.

    In its divine form it appears as a giant 100 feet tall dragon of shadow and darkness with large mega horns and glowing yellow eyes. or appears as the shadowy Demonic Figure from the fantasia movie, it love that part with the lighting and the music. Instinct: loves to undermind Good organizations

    • Gods of Demons and Devils
    • can make its and its follows alignment appear Good ,
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  • Mindslave Prisoner Group, Magical, Devious
    Sword, axe, hammer, club, or bludgeon (d6 damage) 14 HP 1 armor
    Close

    A dark master of the arcane has forced these prisoners into a psychic enslavement. They move across the lands, seeking what their dark master requires to achieve his sinister plan. Instinct: Obey the master

    • Obey the master
    • A spell is channeled through the slave from its master
    • Allow the master to sense or speak through the slave
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  • Small Army of humans Group, Huge, Organized, Intelligent, Cautious, Hoarder
    Use military tactics to overcome defense (d8+5 damage) 14 HP 2 armor
    Reach, Near, Far

    A small army of a few hundred men in leather armors armed with spears, shields, swords, and bows. The army either attacks or defends steadings or groups. Instinct: Win the war

    • Use numbers size and miliarty tactics to overcome enemies in combat
    • Blast of warhorn to summon nearby allies
    • Demand tribute
    • fire a rain of projectiles
    • Bastion of defense
    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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  • Mary Sue Solitary, Stealthy, Divine, Magical, Devious, Organized, Intelligent, Cautious, Hoarder, Planar, Construct, Terrifying, Amorphous, Demonic, Angelic, Hot-Blooded, Draconic, Author-Incarnate
    Ultimate Attack (b[3w[3d10+10] damage 5 piercing) 50 HP 5 armor
    Close, Forceful, Reach, Ignores Armor, Near, Far
    Special Qualities: Adapts to Everything, Perfection, Beautiful, Loved, Hated, Ageless, Friendly, Hates Everything, Legendary, Over Dramatic, Obsessive, Hypocrit

    Two poor fools named Marty Sue and Gary Stu once had an idea; That all the evils of this world were the causes of the imperfections of the mind. to this end they searched far and wide to bring about a perfect world. Finally they found a tangible idea in magic. They decided they would use their knowledge to artificially create the perfect being towards existing in such a world.=============== =============================================================================== What he got instead was a series of whiny, self-obsessed creatures adapted bits and pieces from everything they saw. All of them appear to have a dedication to peace and many other ideals, but seem to be entirely hypocritical to these ideas whenever they could see benefit in an alternative. They appear to have a disposition towards holding weapons, especially one they have dubbed the 'katana'. But by far their worst quality was the fact that they grew overly dramatic and emotional whenever anyone attempted to scrutinize their ideas. Any opposing reaction seemed to suit them fine as they loved to become a center of drama. Finally, about a year after they creation, the beings expressed in a series of flirts and elongated sighs, that they believed themselves to be the sole being of any sense or reason which they expressed with vague wording which they could immediately retract in case anyone disagreed with them. The beings refuses to adapt to any ideas outside of their own. Unfortunately, due to it's near divine power, it seemed to bring misfortune to all who disagree with it. Even more unfortunate, due to it's reality altering ways, it appeared to do this unconsciously whenever it's feelings were hurt.============================================== =============================================================================== Despite the calamity that the being brings, many, led by the now repentant Marty Sue took the risk of proving these creatures wrong in an attempt to bring back their reason. All but one claimed "The world is not ready for me!" while the world around them morphed in some way to seemingly support their point. The critical organization, which was simply attempting to improve the creature's performance, died in the creatures' self-martyrdom.================================================= =============================================================================== Now a single Mary Sue exists, which is the last of it's race. Taking an ever increasingly appealing form, and spouting forth nonsense and gibberish it has slowly become a monstrosity to the places it inhabits. It's powers allow it to convert all who do not have reason to worship it as though it is an androgynous god/goddess of fertility.=========================================================== =============================================================================== Many believe that the fallen Sues still have power in the realm of death, and that they occasionally take possession of another hero. Many say that heroes born with their entire villages having burned down, or an oddly realm defying union of races, such as a Drow Demon with silver brows and Angel blood somehow possessing a Draconian lineage are the victim of these Sues.========================= =============================================================================== Instinct: To Undermine

    • Pithy Sigh
    • Power Word: Untruths
    • Alpha Omega Beam
    • Power Word: Alter Aesthetics.
    • Rhetorical Hammer
    • Exposition Fountain
    • Popular Reference Crush
    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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  • Fungal Horde Reaver Solitary, Stealthy, Devious, Intelligent, Terrifying
    Mouth of fungal strands (b[2d8] damage) 12 HP 1 armor
    Close, Ignores Armor
    Special Qualities: A mouth bursting with moving fungal strands

    Appear as human/Into the steading it walks/Face turned pale death Instinct: To infect

    • Infiltrate a holding
    • Appear infection free to someone
    • Infect someone with the fungus
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  • Fungal Horde Pack Horde, Organized, Terrifying
    Tooth and claw (d6+2 damage) 7 HP 0 armor
    Close
    Special Qualities: Fungal Growths

    From the northwest hills/A tide of fungus plagued/Our doom upon us Instinct: To spread the fungal infection

    • Drag someone away to places unknown
    • Others appear when someone attacks us
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  • Grizzly Bear Solitary, Large
    Claws that maul! (b[2d8]+3 damage) 20 HP 2 armor
    Forceful, Messy, Hand

    Woe to those who come into it's territory, for the Grizzly Bear does not fear man. It will attack intruders with tooth and claw. Few survive without the proof in form of scars, crippling injuries, lost limbs and friends. Some say is better to face a Dragon than a mother bear, defending cubs. Yet they still come to track and trap these beast, to face the raw wild of nature's fury made flesh. The pelt alone worth a fortune but living to tell the tale's the real prize. Instinct: To defend the territory, defend the cubs!

    • Roar that sends them fleeing
    • Attacks that maul, leaving scars for life
    • A blind rage
    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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  • Blue Leaf Maiden Solitary, Devious, Intelligent
    Martial arts (b[2d8] damage 1 piercing) 12 HP 2 armor
    Close

    The blue leaf maidens are martial arts warriors who have trained with the Sisterhood of Blue Leaves, so called because of the beautiful azure trees that populate the island where their school is located. They wear flowing blue robes and powder their faces perfectly white, save for a blue leaf shape painted on their lips. The blue leaf maidens travel the land looking for worthy opponents. In combat they are known to use swift, paralyzing nerve punches. They can walk on the wind as if they were light as a leaf. If a blue leaf maiden is defeated in combat by one she has challenged, she must give her maidenhood to the victor as a self-punishment and constant reminder of her failure. Instinct: To prove herself.

    • Glide through the air, light as a leaf.
    • Paralyzing blow.
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  • River Troll Group, Devious
    Claws (d6+2 damage) 6 HP 1 armor
    Close
    Special Qualities: Aquatic

    At the rivers edge/Unwary travelers step/Blue hands drag below Instinct: To collect bones

    • Set a trap to draw someone to the water's edge
    • Drown someone who's unwary
    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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