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Monsters by Alex Davis

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  • Rat Swarm Group, Small, Devious, Organized
    many bites (b[2d6] damage 1 piercing) 6 HP 2 armor
    Close

    A swarm of rats kept plump on good grain Instinct: to feed and multiply

    • crawl under armour and clothes
    • appear or disappear from holes and burrows
    • regroup from the nest
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  • Matsutsa, Hill Giant Solitary, Large, Intelligent
    clobber (d10+2 damage) 20 HP 2 armor
    Forceful

    Matsutsa is a solitary hill giant who brews beer and roasts rats in the ruins of Ivan Zigoravich's manor. Instinct: to be left alone

    • Grab and hurl
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  • Halfling Elder Solitary, Small, Magical, Stealthy, Organized, Intelligent, Hoarder
    heavy staff (d10 damage) 12 HP 4 armor
    Close, Reach

    One of the wizened elders of the halfling village. They have mastered certain folk magic, alchemy, and other secrets, and they protect themselves with magic wards. Instinct: to serve the village

    • offer advice or warnings
    • tempt with the promise of secrets, wealth, or power
    • lay a curse or blessing
    • command a halfling
    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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  • Halfling Guard Group, Small, Organized, Intelligent, Cautious
    short sword (b[2d8] damage 1 piercing) 6 HP 3 armor
    Close

    One of the halfling guards. Cunning in battle, they look for gaps in armor before striking. Instinct: to protect the village

    • strike at a weak point
    • shout for backup
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  • Halfling Farmer Group, Small, Organized, Intelligent
    farming implements (w[2d6] damage) 6 HP 0 armor
    Close, Reach

    A common halfling farmer, more interested in being left alone than seeking trouble. Instinct: to live a life of leisure

    • offer hospitality
    • retreat and seek help
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  • Halfling Trader Solitary, Small, Stealthy, Organized, Intelligent, Cautious, Hoarder
    hidden knives (w[2d8] damage 1 piercing) 12 HP 4 armor
    Close, Near

    A clever trader, keeper of strange baubles and hidden knowledge Instinct: to improve the village

    • offer a deal or bargain
    • roll, dodge, and leap
    • loose a coded whistle
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  • Unseen Servant, Damaged Solitary, Magical, Construct, Amorphous
    handy object (b[3w[3d8] damage 1 piercing) 19 HP 7 armor
    Close, Reach, Near, Far
    Special Qualities: invisible, incorporeal, useful skills

    An unseen servant driven to madness by the mountain's curse. It's tethered to an arcane crystal; attacks against the tether ignore the servant's armor. Instinct: to lash out

    • lash out using whatever's at hand
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  • Dark Dwarf, Elder Group, Stealthy, Divine, Magical, Devious, Organized, Intelligent, Hoarder, Construct
    life-drinking gaze (b[2d6+2] damage) 12 HP 3 armor
    Close, Reach, Ignores Armor, Near, Far
    Special Qualities: born of darkness, crawling with worms

    A dark dwarf older and more corrupted than it's peers. While it is physically weaker, it doesn't shy from violence and has greater magical power. Instinct: to bring all to ruination

    • draw forth the life of the living
    • create shadow duplicates
    • lay a curse
    • infect someone that it's stolen life from
    • summon dark dwarves
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  • Dark Dwarf Group, Divine, Magical, Devious, Organized, Hoarder, Construct
    Rusted Axe (b[3w[3d4+4] damage) 16 HP 1 armor
    Close, Forceful
    Special Qualities: born of the darkness, crawling with worms

    A cursed and ancient dwarf, twisted by the King of Worms. Twisted and insane, they tend to flee from conflict, but when pressed they're terribly strong. Instinct: to tear down and decay

    • charge brutally
    • lay a curse
    • call upon the mountain
    • retreat and regroup
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  • Grimcleaver Solitary, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Construct, Terrifying, Amorphous
    Grimcleaver (b[3w[3d10+6] damage 2 piercing) 25 HP 7 armor
    Close, Forceful
    Special Qualities: Blood-soaked armor, Shadow mist, Stunning gaze, Nightmare aura

    Seven-foot-tall suits of blood-drenched armor wreathed in unnatural shadows, these terrible creatures were born of some dark god in times forgotten. Their purpose is to terrify and brutalize, before killing their prey. Their true names long forgotten, they're called now after their massive blades which cut not just flesh, but hopes, thoughts, memories, and bonds. When a grimcleaver approaches you, roll+wis. On a 10+, you overcome it's aura with nothing more than base uneasiness. On a 7-9, the GM picks one. On a miss, both. * If you immediately flee, mark XP * If you don't flee, take -1 ongoing while you're near it When you look right at a grimcleaver's face, roll+cha. On any results, it knows what you fear. On a 10+, it's also locked in gaze with you, fascinated, doing nothing for a moment. On a miss, you're overcome by visions of your fears. Instinct: To terrorize

    • Sever something
    • Vanish into or appear from shadows
    • Pursue beyond all odds
    • See fears
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