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Monsters by DBones

  • Henriette, the Wicked Apothecary Group, Stealthy, Magical, Devious
    Potion bomb (d6 damage) 10 HP 0 armor
    Close, Ignores Armor, Near

    Blakely’s significant other. She would die for him and makes protecting him her top priority. She does not feel like she can leave Sholk without him, so she helps direct his bloodlust to the people who would do him the most harm. She is not above stooping to murder to get what she wants. She works at the apothecary, where she's collected a huge amount of potions and samples from the unique, magically-infused herbs around this area. That is why leaving is not an option for her. Instinct: To accumulate various magical ingredients

    • Brew a nasty concoction
    • Blind or disable an enemy
    • Release an untested alchemical mixture
    • Leave a nasty growth
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  • Paewyn, Cleric of the Storm Goddess Group, Small, Divine, Magical, Intelligent, Cautious
    Staff (w[2d6] damage) 12 HP 3 armor
    Close, Reach

    A halfling cleric, Paewyn travels the world where the Sholk, the storm goddess, takes her. While she often sets up churches and establishments of faith, she has too much of a desire for adventure to stay in one place too long. Instinct: To spread the storm goddess to new lands

    • Offer assistance to those in need
    • Beseech the storm goddess for assistance
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  • Elena, Orc Warrior Solitary, Intelligent, Cautious
    Whatever weapon it can find (b[2d10+4] damage 1 piercing) 16 HP 6 armor
    Close, Forceful, Reach, Near

    An orc warrior traveling around. Works mainly for coin, meaning it is unclear whether she will be an ally or an enemy. She carries with her such a wide variety of weapons that it boggles one's mind to think of how she can keep track of them all. Instinct: To seek adventure

    • Stab, maim, dismember, poke, slice
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  • Shadowpaw Group, Stealthy
    Claws and fangs (b[2d8+2] damage 3 piercing) 10 HP 1 armor
    Close

    Rowen's trusty direwolf companion. No one is quite sure how Rowen managed to snag such a companion. Everyone is quite sure that they do not want to be on its bad side. Instinct: To follow its master's orders

    • Hunt an enemy
    • Become the shadows
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  • Rowen the Ranger Solitary, Intelligent
    Crossbow, Sword (b[2d10] damage 1 piercing) 16 HP 3 armor
    Close, Near, Far

    A tough adventurer who gets called in on jobs with dangerous monsters. Those who work on the side of evil may find that they are more scared of him than he is of them. Instinct: To hunt monstrous threats

    • Strike from a hidden location
    • Blend in with the environment
    • Throw a magical concoction
    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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  • Rowen the Ranger Solitary, Stealthy, Magical, Intelligent
    Crossbow (b[2d10] damage 1 piercing) 16 HP 3 armor
    Close, Near, Far

    Instinct: To hunt monstrous threats

    • Strike from a hidden location
    • Blend into the environment
    • Throw a magical concoction
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  • Barry - Cafra Agent Group, Stealthy, Intelligent
    Bow and arrow (d8 damage 1 piercing) 6 HP 1 armor
    Close, Near, Far

    Poses as a traveler who sells furs and hunting gear. Loyal to Cafra and seeks to disrupt the trade and well-being of Corness. Instinct: To sabotage

    • Create bows, arrows, and other hunting tools.
    • Fire a blinding arrow
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  • Matthias - Cafra Agent Group, Intelligent, Cautious
    Battleaxe (d8 damage) 6 HP 5 armor
    Close

    Matthias is an undercover weapon and armorsmith from Cafra sent to Corness to help disrupt trade and production. He portrays himself as a traveling merchant. Instinct: To incapacitate enemies through blunt force

    • Build weapons and armor.
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  • Shadowhound Group, Stealthy, Planar, Terrifying
    Jaws, flaming breath (d8+2 damage 1 piercing) 6 HP 0 armor
    Close

    Supposedly coming from the same realms as the Hellhound, the Shadowhound differentiates itself by relying on stealth rather than pure attack. When it has time to acclimate to an area, it will create a veil of pure shadow in it. The area will become pitch black, so much so that adventurers will not even be able to see the torch they are holding in front of them. The last thing they are likely to see is the flames sprouting around the lips of the beast as they prepare for the kill. That is likely too late, meaning that adventurers are advised to keep their other senses open whenever darkness overtakes them. Instinct: To stealthily kill.

    • Bites with jaws of fire
    • Create an area of shadow
    • Sense the life essence of prey.
    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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