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  • Doppelganger Solitary, Magical, Stealthy, Devious, Terrifying, Amorphous
    Vein Whip (d8 damage) 23 HP 5 armor
    Close, Reach, Near
    Special Qualities: Stay your blade- on a failed CHA check, it takes on the form of a loved one to make it's enemies hesitate

    An assassin born of profane magic and alchemy. Its body can change to match the shape of its prey. It spreads fear and paranoia everywhere it goes. Instinct: Murder and sabotage

    • Imitation- The doppelganger can become anyone that it kills
    • Mimic Sound- The creature can mimic any sound it hears, projecting it over a large distance.
    • Empathic- it can sense the emotions of others
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  • Corpse Flower Solitary, Large, Terrifying, Hoarder
    Bludgeon with sickening tentacle (d10 damage) 20 HP 0 armor
    Ignores Armor, Near
    Special Qualities: Tentacles, Deadly breath

    A giant flower sprung from a seed atop a necromancer's grave. Once grown to the size of a horse, it uses its tentacles to quickly scavenge dead corpses. It mangles them together to later consume to heal and draw strength from. Instinct: To gather and eat corpses

    • Consume the vitality of carrion
    • Ensnare and hold
    • Climb like a spider
    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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  • Argent Rhinocerine Juggernaut Group, Large, Magical, Divine
    Silvery horn-bound weapons (d8+6 damage 3 piercing) 16 HP 4 armor
    Forceful, Reach
    Special Qualities: Magic Resistance

    When you have loyal gigantic rhinos, what better than to armour them up even further and graft weapons to them and enchant them? Why not indeed! Instinct: To obey

    • Trample and destroy
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  • Lunatic Argentank Solitary, Large, Magical, Divine, Intelligent, Cautious, Construct, Amorphous
    Myriad technomagical weaponry (b[2d10+4] damage 3 piercing) 25 HP 8 armor
    Reach, Near, Far
    Special Qualities: Body of Moonsilver, Godminded, Seleno-resonant auto-destructing

    One of the more potent servants of a lunar cult that shouldn't have been allowed to prosper for so long, and yet they had. A body wrought of marvelous materials clads this rail-riding automaton, with a mind made from the splintered divine essence of lunar gods giving it keen autonomous abilities. Combined together these make it a profound threat, worse, because of the flexible nature of the moonsilver that makes up its being its armaments are polymorphous: One minute it might be unleashing a hail of silvery fléchettes, next it unleashes gouts of silver-laced steam or blasts of silvery light that chill the soul, or worse even more creative things. As long as its inventions have some kind of military application at least. Its primary weakness is its limited mobility, but if its power were to be applied in a more creative sense... even that might be overcome. Instinct: To obey

    • Harry foes with silver-laced artillery
    • Unleash militarily-focused divine magic with vicious aplomb
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  • Guardian Trees Horde, Huge, Magical, Devious, Organized, Cautious, Hoarder, Amorphous
    Immobilize and piercing thorn (d4+3 damage 1 piercing) 22 HP 6 armor
    Reach, Ignores Armor, Far

    Instinct: Protect the forest

    • Put people to sleep
    • Cast sleep
    • Cause debility
    • It is a forest!
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  • Raccoons Horde, Small, Stealthy, Organized, Intelligent, Hoarder
    Claws (d6 damage) 3 HP 1 armor
    Close

    Instinct: It want food!

    • Move quietly and steal stuff
    • It can always disengage and run away
    • There are always another one
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  • Emerald Scale Mirejaw Solitary
    Clamp and bite with jaws (b[2d10+2] damage 1 piercing) 12 HP 1 armor
    Close
    Special Qualities: Camouflage and wait, Snap lock jaws

    Sleek 4-7 foot long alligator type predators of mid to southern Heartlands. Normally found in along water banks or swimming in the rivers. Scales are emerald green and shiny, but they have the ability to darken them to watch their surroundings for camouflage. Instinct: Feed on prey

    • Bite with jaws
    • Grab prey into water
    • Sense movement through ground or water
    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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  • Large Crabs Group, Small, Cautious
    Crush with pincers (d8 damage 1 piercing) 6 HP 5 armor
    Close, Reach

    Found throughout the water and waterways. 2-5 feet in length. 3 different types. Snow crabs in colder climates, mud crabs in rivers in mild climates, and snow carbs in cold climates. Their colors are similar to their surrounds. Sometimes found half buried in the loose ground around the water. Initially defensive stands and slowly moves away, but attacks if getting to close to it or its territory. Instinct: Territorial to the water area it is around

    • Defends itself with its pincers
    • Shell is very hard, sometimes used as rudimentary armor
    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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  • Fungal Regenerator Solitary, Large, Magical
    Vines and Claws (d12 damage) 17 1 armor
    Reach
    Special Qualities: Made of Root and Mycelia

    Every swarm and army needs a mender and helaer. The Blessings of Earth and light created these ones for the task. Slow and hulking forms, surrounded by greeinsh light and spore-clouds. While their craft may seem crude their ability to use roots, spores and mycelia to mend flesh and wood and scale rivals those of most healers. That craft takes time however. Being made of root and spore, blunt strikes are quite ineffective. Instinct: To keep its allies alive

    • Mend Flesh with Roots and Spores
    • Root the patient in place
    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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  • Crag Beetle Horde, Tiny
    Mandibles (d4) 3 HP 1 armor
    Hand, Ignores Armor

    If it werent for their propensity for violence, these beetles are quite pretty specimens to look at, with their iridescend dark blue carapace and their crystalline abdomens. Said propensity however makes them terrifying hazards on the battlefield. Once they grab a hold of something, be it limb or scale, they violently explode, taking with them whatever they are holding onto. Best avoid them altogether, or crush them, before their orange glow reaches its full potential. Instinct: To serve the swarm

    • Violently explode
    • Burrow into Flesh
    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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