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Monsters by cranebump

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  • Cullen Monrq Solitary, Magical, Divine, Planar
    Sword and Spell (d12+2 damage) 22 HP 4 armor
    Close, Ignores Armor, Far

    Derlyn Clame, otherwise known as Cullen Monreq. The last of the Neran soldiers. A conqueror, cursed to seek revenge. Instinct: to conquer the planet

    • Absorb Mystical Energy
    • Call on the powers of darkness
    • Perfect knowledge of the Weave
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  • Zombie villager gaggle Group, Organized
    Rend, bite, and tear (d8 damage) 12 HP 0 armor
    Close

    So, the other day? Pulling taters out the ground. Today? Havin' me some live flesh. Nommmm... Instinct: Swarm the living

    • Follow Burzegh
    • FLESH! COME AND GET IT EVERYBODY!
    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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  • Bronzecliff Warrior Group, Small, Cautious
    Axes and Hammers (d8 damage) 14 HP 3 armor
    Close, Near

    Long have we waited, we warriors of the Dragon. Now called, we will avenge ourselves on all who forsook our God! Instinct: To serve the General and the God

    • Rise from the crypt to fight again
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  • Burzegh, the Herald of Xierlaephud Solitary, Small, Cautious
    The False Axe of Dwarvish Lords (b[2d10] damage) 16 HP 3 armor
    Close
    Special Qualities: Undead Immunities, Knows where the Topor Krazh is (but won't reveal until his spirit is released).

    Poor Burzegh. He only wished to restore his people. He didn't mean to become their undead General. Too bad, so sad - this is what happens when you say yes to a Demon. Instinct: To restore Bronzecliffe!

    • Lead the Destroyer's armies
    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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  • Xierlaephud, Destroyer Of Life Solitary, Huge, Magical, Divine, Terrifying (A glowing assemblage of rotting flesh (as it reincorporates)
    Breathe a cone of death (d12+5 damage) 26 HP 4 armor
    Reach, Ignores Armor
    Special Qualities: 50% Magic Immunity (then 1/2 damage/effect), Undead immunities, Cannot be turned (save by a Dwarf using the Topor Krazhpanov)

    Xierlaephud. Once a Drakk lord, in ancient times. Driven out by The Agreement, it found willing among the Dwarves. Until the rebellion that destroyed them all, buried them under tons of rock. Now, from the rubble returned, it rises, drawing the spirit of the dead to it, assembling its army, ready to strike again, from deep within the halls of Verag Vall Durrall! Instinct: To gather undead worshippers

    • Call upon undead worshippers.
    • Breathe a cone of death.
    • Not of this world (or any world you know).
    • A gift of the Fickle Gods of Yul
    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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  • Insect Swarm Horde, Tiny, Devious, Construct, Terrifying, Amorphous
    Death by a thousand bites (d4-2 damage 1 piercing) 6 HP 1 armor
    Hand, Ignores Armor, Near
    Special Qualities: Untargetable mass, Bound to Geoffrey Kalibar, Baleful buzzing and clicking

    From out of the swamp, we rise - spiders, flies, mosquitos and worms. We serve him until you are nothing but bones. Instinct: To strip to the bone

    • Gather and attack
    • Tiny creatures seek cracks in the armor
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  • The Warlock of Gracy Street Solitary, Magical, Divine, Planar, Terrifying
    Summon creatures from the elements themselves (d10+2 damage) 14 HP 4 armor
    Close, Far
    Special Qualities: Teleportation, The Flayed Man, held together by insanity

    Geoffrey Kalibar, once a powerful mage, driven mad by knowledge of all that is, has but one mission left - protect the Wells. Blinded by insanity, he can no longer tell friend, from foe, from anything. He inhabits the lands of the Coan weaving spells that pervert the creatures, the land itself. Instinct: To protect the Wells

    • Use ancient magics
    • Spells of shock and awe
    • Infused by ancient magics
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  • Heat Elemental Group, Magical
    Heat Wave (d8 damage) 14 HP 4 armor
    Close, Ignores Armor, Near

    Children of the greater fire, these creatures spend most of their time nesting in geothermal pockets. They are only dangerous if disturbed. Instinct: To sleep in warmth and comfort

    • Feed off thermal energy
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  • Rogue Caster Group, Magical, Devious
    Air, Fire, Earth and Water (d6 damage) 6 HP 0 armor
    Close, Ignores Armor

    Casty Instinct: Throw down some elemental shit

    • Subdue with magic
    • Call on the spirits of Air and Fire
    • If you can't see or breathe, oh, well
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  • Expert Archer Group, Tiny
    Arrows, Arrows, Arrows (and a dagger) (b[2d8-2] damage) 6 HP 1 armor
    Hand, Far

    Thwip! Instinct: To hit exactly the target I want

    • Maim from afar.
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