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  • Fortress Guardian Group, Cautious, Construct
    Warhammer (d8 damage 1 piercing) 10 HP 4 armor
    Close
    Special Qualities: Falls apart if leaves fortress, Immune to mental attacks

    Blue-glowing animated sets of plate armor and shield, these magical constructs are meant to contain and bleed breakthroughs into the interior of the fortresses of the line. Some are programmed to block certain paths, some to attack any unauthorized personnel. They fight cautiously in order to delay the fight long enough to allow reinforcements to arrive, but have no special sense of self-preservation other than that required by reasonable tactics. If “slain” they become a set of plate armor, but without any straps or holes punched for them, and with a rune carved on each piece. If straps are added without removing the runes magically, and the armor is worn, it will reanimate upon entry to a fortress of the line, making the wearer into a helpless prisoner, likely to starve if not eventually rescued. If forced outside of a fortress of the line, they will de-animate until they are returned within. Instinct: To Attack or Block Unauthorized Personnel

    • Summon Reinforcements
    • Form a shield wall
    • Set off an alarm
    • Reset a trap
    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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  • Kinderschreck Solitary, Magical, Stealthy
    Claws & Sharp Teeth (d10+2 damage) 22 HP 4 armor
    Close
    Special Qualities: Twisted & Demonic, Cannot be Truly Killed by the Mundane

    Dreaded hunter and devourer of children of humanity and other races, the Kindershreck seeks the flesh and souls of the innocent to feed its terrible hunger. It cannot be permanently killed by normal weapons, but can be driven off by enough damage to its corporeal form. Powerful magic or divine energies are required to destroy it forever, but the exact method is unknown to all but the greatest sages and scholars. Instinct: Seek & consume the young

    • Stalk & devour the unwary
    • Hides in the smallest shadow
    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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  • Hippopotamus Group, Large
    Bite (d8+4 damage 2 piercing) 14 HP 1 armor
    Forceful
    Special Qualities: Aquatic. Very quick in water.

    A large herbivore adapted for semi-aquatic life in freshwater rivers and lakes. Despite their size they can run faster than a human on land. They can submerge and upend small watercraft from below. Hippos are by nature very aggressive animals, being particularly aggressive towards humanoids, whom they commonly attack whether in boats or on land with no apparent provocation. Instinct: They are aggressive, mean-spirited and territorial. Sometimes they are hungry, hungry.

    • It aggressively attacks those who come near it. It otherwise lounges in the water. Often they are hungry. Its bite can decapitate a man in a single chomp.
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  • Eyebiter Solitary, Stealthy, Devious, Intelligent
    Lashing tentacles (d6 damage) 14 HP 1 armor
    Near (tentacles), Hand range (eyebite)
    Special Qualities: Multi-stage attack (see Moves)

    Listen up, boy, we're taking the Swampramp Road, so for the Gods' sake do not stray from the path. In the crude huts of the mudflatters, the elders tell stories of The Eyebiter. They say it's not man nor beast, but something else entirely. They say it haunts the Dire Marsh and considers the Swampramp Road to be its dining hall. It sneaks up, quiet as a mudfish in the murk, and before you know it the thing has latched onto you and holds you tight with its many arms. It won't eat you, no no no, it won't even KILL you. That's the worst part. It only takes your eyes. I can see you don't believe me, but why else would this caravan be taking a full case of eyepatches to the mudflatter village? Some kind of pirate costume party?

    Instinct: To seek the precious sweet fluids of succulent eyeballs

    • Struggle to immobilize a victim with unexpected tentacles
    • Devour the eye of immobilized prey
    • Savor fresh eyeball in a drunken stupor
    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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  • Vortex of Trepidation Solitary, Huge, Magical, Devious, Construct, Terrifying
    Fear (d10+5 damage) 20 HP 4 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: It was made as a weapon against armies, It looks like a tornado that destroys everything in its path (it doesn't but that is part of its fear effect)

    The vortex of trepidation was a foul creation meant to be unleashed against entrenched armies or defenders. Its summoning would set it on a path, and those seeing it approach would be made afraid and flee in terror, breaking their ranks and leaving their positions, making them easy prey for attackers. It tends to turn towards areas it senses the greatest fear, thus appearing to pursue those who flee. If one is able to stand one's ground it passes over harmlessly. Instinct: It moves towards those afraid, scattering them

    • It makes you afraid
    • It is a whirlwind, those standing within it are made afraid
    • It makes people flee in terror
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  • Pygmy Minotaur Group, Small, Intelligent
    Horned Head (b[2d8+4] damage) 6 HP 1 armor
    Close, Forceful, Near

    A 3ft tall miniature minotaur. Instinct: To destroy trespassers

    • A-gore-able Charge
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  • Jotun, the Frost Giants Group, Huge, Organized, Intelligent
    Giant-sized Weapons & Fists (d10+7 damage) 14 HP 1 armor
    Reach, Forceful, Near

    The denizens of the frozen land of Jotunheim, the Jotun (or Frost Giants) are the spawn of the primordial giant Ymir and seek to harass, destroy, and torment both gods and their favored children, humanity. Some Jotun are cunning tricksters and sorcerers, though many are just war-like brutes. In any style, they are incredibly dangerous. Instinct: Plague the worlds of gods and men

    • Crush and Destroy
    • Call the forces of Jotunheim
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  • Great Viper Solitary, Large, Stealthy
    Vicious fangs (d10+4 damage) 20 HP 2 armor
    Forceful, Reach

    The Great Viper is a snake of immense size - large enough to swallow a man whole. Its poison is strong enough to lay out an elephant in large doses, though in smaller doses it has more unpredictable effects. The Great Vipers do not exclusively hunt humans, but they do favor them as prey - especially the humans who ride horses. Great Vipers do love their horseflesh. Instinct: To hunt and eat

    • Poison someone
    • Strike from out of sight
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  • Immense Clockwork Defender Prototype Solitary, Huge, Organized, Construct
    Massive blows from robotic hands (d10+5 damage) 20 HP 4 armor
    Near, Reach, Forceful, Ignores Armor
    Special Qualities: Metal, Clockwork, Well-hidden weak spot

    "So there we were in what must have been the War Room, there's just no other word for it. In the middle, covered in a century of dust, sat the largest Clockwork we had yet seen. As tall as any giant, but it was plated head to toe in solid brass. Remus decided to pry some plates off to make armor, which was going fine until Tilandor touched the Crystal Pipes in the corner. That massive brass beast sprung to life in a heartbeat, and there was nothing left of Remus but his crumpled armor and gore. We ran, of course, but the walls echoed with some sort of awful wail. Within minutes, the halls were filled with Clockworks. Only I made it out alive, and I will never go back to that cursed place."

    Instinct: Destroy all Intruders! *click* Defend the domain!

    • Emit a piercing klaxon that awakens the other Clockworks
    • Display unimaginable strength and pitiless force
    • Reveal a hidden function from the depths of its gearworks
    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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  • Skara Drone Group, Terrifying
    Toxic mandibles (d8+2 damage) 10 HP 2 armor
    Close
    Special Qualities: Grotesque appearance, Fear light

    Skara drones are man-sized, bi-pedal cockroaches, with dark chitinous plating and filthy mandibles dripping with toxic saliva. Drones are bred by the Skara as workers, warriors and sentinels. They are not very intelligent, but are relentless in the completion of their given task. They use their size and grotesque appearance to intimidate or frighten enemies, often rushing out of the darkness or from some hidden nook they have hidden in. In combat they attempt to grab an enemy with their many arms before biting with their gory mandibles. They have vestigial wings which they use in dramatic displays or to batter an opponent, but they have no ability to fly. All Skara are creatures of the dark, and avoid bright light and fire whenever possible. Instinct: to cause fear

    • Charge out of the darkness
    • Grab with arms
    • Scuttle
    • Flee into the dark
    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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