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  • Heather the Red Horde
    A scythe (b[2d6] damage) 3 HP 2 armor
    Close, Reach, Near

    Heather the Red is the head of the Spearwives. It was her idea to join forces with the Spears in the first place and she who is the best at speaking the troll's guttural language. The rumors are that she got her nickname for being bloody in battle but the truth is that, though she is now grey, she once had deep auburn hair. Instinct: To keep the people under her command safe

    • Command the Spearwives to attack
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  • Wives Group
    Whips and knives (d8 damage) 6 HP 3 armor
    Close, Reach

    The Wives are reluctant but efficient bandits. Their pact with the local Spear Trolls allows them to keep their families fed. Instinct: To steal enough to keep their families fed

    • Spring an ambush with their troll companions
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  • Spears Solitary, Large, Intelligent, Hoarder, Terrifying
    A weathered tree stump (b[2d10+4] damage 2 piercing) 24 HP 3 armor
    Forceful, Near
    Special Qualities: Quick healing, Turns to stone in the light of the sun

    The Spears are a tribe of trolls that have been in the area for years, kept in line by a group of women, known as the Wives, who would offer them sheep to keep them away from villages. When the duke raised taxes above what the villagers could pay the Wives made a bargain with the trolls to attack passing caravans and the duke's men. Instinct: To follow their wife's instructions to the best of their ability.

    • Tear limbs from trees and throw them around
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  • Breath of Yog-Sethis Solitary, Huge, Magical, Stealthy, Devious, Planar, Amorphous
    Reach, Near

    Grey mist seeps from the cracks within the walls of the shrine. It moves first like a fog, but as you walk away you notice the mist coming towards you. Following you. And as it draws near, you hear foul whispers on the wind. Instinct: To enslave

    • Dominate the minds of the weak
    • Draw target away
    • Enslave a mind
    • Hide something in darkness
    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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  • The Winged Death, Harbinger of Yog-Sethis Solitary, Large, Shadowy, Flying, Terrifying, Planar
    Shadowy Claws (d10+4 damage 2 piercing) 20 HP 4 armor
    Forceful, Near
    Special Qualities: Made of quivering, screaming shadows

    Shadows coalesce as the grey mist comes pouring forth from the ritual circle. As the darkness deepens, you realize that it is moving, as if guided by some alien intelligence. The form of a bipedal monstrosity with long claw tipped hands and wings of shadow stands and roars with a cry that sounds of creaking and splintering ice. The darkness has collected and as sounds of screams arise from the depths of this bestial creature standing before you, all you can think is that this is truly death made flesh. Instinct: To Bring All Into Darkness

    • Swoop in and rend apart
    • Vaporize into grey mist
    • Extinguish lights with the cold of death
    • Scream with the many voices of the dead
    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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  • Drunken fisher-folk Horde, Small, Organized
    Improvised weapons (d4 damage) 3 HP 0 armor
    Close

    The folk of Baybridge are easy to offend and quick to attack a stranger. Instinct: To rise in anger at the slightest offence

    • Stumble away drunkenly after being hit
    • Call out drunkenly for support
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  • Sir Amery Bridgeworthy Solitary, Small, Organized
    Strike with his longsword (d10 damage 1 piercing) 12 HP 3 armor
    Close

    Sir Bridgeworthy has made a peace with the Spearwives. In exchange for keeping the bandits in fish the Spearwives have agreed not to attack the town. Instinct: To protect the town of Baybridge

    • Declare you an outlaw
    • Call upon the fisher-folk to defend themselves
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  • Bandits Group, Stealthy, Organized, Hoarder
    Rusty daggers (d8 damage) 6 HP 1 armor
    Close

    The bandits of the southern Danbury Road are not nearly as organized as the Spearwives of the northern road but are still dangerous. Instinct: To steal what travelers carry

    • Attack from ambush
    • Dive into the undergrowth and disappear
    • Surround travelers with the help of confederates.
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  • Dogs Horde, Small, Organized
    Bite (b[2d6+2] damage) 3 HP 0 armor
    Close

    These curs are sad creatures, abandoned by the farm-folk of the region and left to find what food they can. Traveling people offer just as good a target as the scant deer. Instinct: To find meat where they can find it.

    • Growl and bark loudly
    • Howl for the pack
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  • Angry Farmers Horde, Organized
    Torches, ongoing until put out (d4 damage) 3 HP 0 armor
    Close

    These sad folk have seen every single thing they make and don't hide well, stolen from them by bandits or the duke's tax collectors. Instinct: To keep strangers away

    • Press in with improvised weapons
    • Call for help from other farmers
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