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  • Boros Skyknight Group, Large, Stealthy, Intelligent, Hoarder
    Lance (b[2d6] damage) 10 HP 2 armor
    Reach
    Special Qualities: rides on griffons

    Millennium Platform, once a monument to peace, was quickly seized by the skyknights for its strategic aerial location. Instinct: Show they are the legions pride

    • Dive down from the sky for a deadly thrust
    • Fly just outside of range
    • Lift you up and drop you from the sky
    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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  • Boros Guildmage Group, Magical, Intelligent, Cautious, Hoarder
    Lightning-spell (d8 damage) 6 HP 2 armor
    Close, Ignores Armor, Near, Far
    Special Qualities: magical shield

    Oh no, you don't have to face only the soldiers, nonono. They might be dangerous alone and unstopable as a unit but their mages... Uhhoo their mages... They create shield to stop arrows, they engulf spears with fire and lightning. Many battles have been won because of the right spell at the right moment. If you ask me: take out the mage first. Instinct: Dominate the battlefield

    • Weave a spell of protection around a Soldier
    • Weave a spell of destruction around a Soldiers weapon
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  • Boros Elite Group, Organized, Intelligent, Cautious, Hoarder
    Handblade and Sword (b[2d8+2] damage 1 piercing) 6 HP 5 armor
    Close

    Once you have proven yourself in the field; Once you have fought against overbearing oods and succeeded; Once you have bested the other aspirants in battle; Then you are ready to be called an Elite and to lead the glorious Boros Legion into Battle! Instinct: Give Orders of destruction

    • Strike you from the protection of the formation
    • Deflect a blow aimed at his comrade
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  • Boros Recruit Horde, Organized, Intelligent
    Spearthrust (d6 damage) 3 HP 1 armor
    Close, Reach

    The recruits of the Boros are not just any normal soldiers. They are trained in formation fighting and general battlefield strategy. They are sworn in as brothers and sisters and fight like a deadly avalanche, coming at you Instinct: follow orders

    • Marsh forward in formation
    • Call the horn for backup
    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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  • faun Group, Small, Stealthy, Organized
    headbutt (d8 damage) 6 HP 1 armor
    Close, Reach

    Fauns are generally fun-loving, but tricky. They love music and strong drink, but are always ready to protect their forests and valleys from intrusion by outsiders. They play pipes and use their musical ability to imitate, to mislead, and to play tricks. They are also adept with sleep potions and plant poisons, though they rarely use them to kill. Fauns are not terribly bright, and are often led by satyrs or greater satyrs, who guide their actions. Fauns can fight if pressed, trampling and head-butting, knocking foes down or leading them into traps. Other forest fey will often aid them. Instinct: to amuse friends and mislead foes

    • taunts and teases
    • fauns love to play practical joes, which may be quite malicious
    • forest sprites may often come to the aid of endangered fauns.
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  • Greater Satyr Solitary, Small, Magical, Stealthy, Intelligent
    headbutt (d10 damage) 12 HP 4 armor
    Close, Far
    Special Qualities: gaze of panic

    The greater satyr is often found with regular satyrs, fauns and other fey creatures. When it is angered, it seeks revenge, desiring to use powerful rituals to create blight across communities, wiping the forest clean of any it would consider an invader. Unlike the lesser fauns and satyrs, it is almost always malicious, cruel and relentless. Its gaze creates panic in any who fail to recognize their danger and meet its eyes. It can also head-butt foes, and deliver kicks with its cloven hooves. Instinct: to blight villages

    • terrifies and dismays
    • the music of his pipes confuses and misleads
    • his gaze creates panic in any who meet it
    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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  • Ver'Sha High Priest Solitary, Divine, Magical, Intelligent, Planar, Terrifying
    Claws (d12+4 damage) 12 HP 3 armor
    Close, Ignores Armor, Far
    Special Qualities: Its demonic body sits a top a snake torso and moves by slithering.

    The Ver'Sha High Priest is a planar creature and divine worshiper to the Primal Chaos. It has gained favor with Chaos and given a portion of true chaotic power. The High Priest and its lover, the Warlord have come to learn the secrets of the Ver'Sha and to command them. Together they seek to spread the force of chaos by attacking all things of order. Instinct: To spread chaos

    • Destroy all order
    • Channel Chaos - create a bolt or blast of chaos to damage flesh and other material
    • Command the Ver'Sha Hordes
    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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  • Ver'Sha Warlord Solitary, Intelligent, Planar, Terrifying
    Sword of Chaos (b[2d10+4] damage 2 piercing) 12 HP 2 armor
    Close, Forceful
    Special Qualities: Cloaked in the souls of those it has killed.

    The Ver'Sha Warlord is not a Ver'Sha, but rather a planar creature that has bonded to the Ver'Sha and influence the chaotic horde to do its will. The Warlord is the lover of the Ver'Sha Priest, and the two have traveled the planes spreading chaos and destruction. The Warlord collect souls, which it wears as a ethereal black cloak. It adorns itself in skulls and other bones, and carries a large irregular sword. Instinct: To rip the souls from the living

    • Collect soults
    • Command the Ver'Sha horde
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  • Ver'Sha Horde, Organized, Terrifying
    Claws (d6 damage 1 piercing) 7 HP 1 armor
    Close
    Special Qualities: The Ver'Sha look like incomplete humanoids, and at the same time decaying to the forces of chaos

    The Ver'Sha are a humanoids of incomplete wrapped flesh upon a skeleton. Their heads have eyes and noses but ends at just a top row of teeth. The have barbs along the edges of their bodies and some minor horns on the backs of their head. The are subjected of the ravages of primal chaos, and are in a constant state of decay as their bodies unravel and flake away. Instinct: Create chaos

    • Sunder all order
    • The call of flesh - the Ver'Sha will howl in the presnece of the living to call other Ver'Sha to join in the destruction
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  • Oggards Group, Large, Hoarder, Terrifying
    Tooth & claw (d8+4 damage) 14 HP 2 armor
    Forceful
    Special Qualities: Grotesque mutations

    Oggards were created by some wizard ages ago combining Ogres and Boggards to form a slow witted, vicious, mean spirited race of gigantic frogmen that are often plagued by deformities and mutations. They form small bands in swamplands and defend their territory to the death using whatever primitive or improvised weapons they might find. Rare reports speak of ones that can be reasoned with, to a degree, and occasionally one will exhibit some shamanistic powers but these are the exception, not the rule. They rarely have any treasure other than what they've stolen from others and most adventures consider Oggard territory to be "high risk, low profit" and avoid at as best they can. Instinct: to act overly agressive

    • Bash violently
    • Swallow whole
    • Defend our territory
    • Suprising leap
    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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