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  • Gigantic Snot Glob Solitary, Large, Magical, Devious, Hoarder, Construct, Terrifying, Amorphous
    Snot Pod (w[2d6] damage) 27 HP 5 armor
    Reach, Near
    Special Qualities: Binding Goo, Refuse of a sickly Gigant, Looks and smells gross!

    The Gigantic Snot Glob was originally a byproduct of a Gigant getting sick too close to the Feywood, or quite possibly one being cursed by a Fey so that all of their sicknesses would produce animated snot. Whichever the case, now the globs roam the land in search of just enough fluid to keep rolling, and anything else they can assimilate along the way. Instinct: Assimilate moisture

    • Deposit Slime
    • Transmit Disease
    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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  • Rezmir Solitary, Large, Magical
    (d10+3 damage) 16 HP 4 armor
    Forceful

    Instinct:

    • Équipement spécial. Rezmir possède le Masque du Dragon Noir, Hazirawn et une insigne de griffes.
    • Amphibie. Rezmir peut respirer dans l’air et sous l’eau.
    • Avantage obscur. Une fois par tour, Rezmir peut infliger 10 (3d6) points de dégâts supplémentaires lorsqu’elle touche avec une attaque d’arme, à condition qu’elle ait l’avantage au jet d’attaque.
    • Majesté draconique. Tant qu’elle ne porte pas d’armure et qu’elle porte le Masque du Dragon Noir, Rezmir ajoute son bonus de Charisme à sa classe d’armure (déjà inclus).
    • Immolation. Lorsque Rezmir est réduite à 0 point de vie, son corps se désintègre en un tas de cendres.
    • Résistance légendaire (1/jour). Si Rezmir échoue à un jet de sauvegarde alors qu’elle porte le Masque du Dragon Noir, elle peut choisir de réussir à la place.
    • Épée à deux mains (Hazirawn). Attaque d’arme au corps à corps : +9 au toucher, portée 1,50 m, une cible. Touché : 13 (2d6 + 6) points de dégâts tranchants plus 7 (2d6) points de dégâts nécrotiques. Si la cible est une créature, elle ne peut pas regagner de points de vie pendant 1 minute. La cible peut effectuer un jet de sauvegarde de Constitution DD 15 à la fin de chacun de ses tours ; en cas de réussite, cet effet prend fin prématurément.
    • Trait caustique. Attaque de sort à distance : +8 au toucher, portée 27 m, une cible. Touché : 18 (4d8) points de dégâts d’acide.
    • Souffle acide (Recharge 5–6). Rezmir souffle de l’acide sur une ligne de 9 mètres de long et de 1,50 mètre de large. Chaque créature dans la ligne doit effectuer un jet de sauvegarde de Dextérité DD 14, subissant 22 (5d8) points de dégâts d’acide en cas d’échec, ou la moitié de ces dégâts en cas de réussite.
    • Rezmir peut effectuer 3 actions légendaires, en choisissant parmi les options ci-dessous. Une seule option d’action légendaire peut être utilisée à la fois, et uniquement à la fin du tour d’une autre créature. Rezmir récupère ses actions légendaires dépensées au début de son tour.
    • Ténèbres (coûte 2 actions). Si elle porte le Masque du Dragon Noir, Rezmir peut effectuer jusqu’à deux actions légendaires entre chacun de ses tours, soit toutes d’un coup, soit réparties sur le round. Une action légendaire ne peut être effectuée qu’au début ou à la fin d’un tour.
    • Une zone de ténèbres magiques d’un rayon de 4,50 mètres apparaît depuis un point que Rezmir peut voir dans un rayon de 18 mètres autour d’elle et s’étend en contournant les angles. Les ténèbres persistent tant que Rezmir maintient sa concentration, jusqu’à 1 minute.
    • Une créature dotée de vision dans le noir ne peut pas voir à travers ces ténèbres, et aucune lumière naturelle ne peut les éclairer. Si une partie de cette zone chevauche une zone de lumière créée par un sort de niveau 2 ou inférieur, le sort produisant cette lumière est dissipé.
    • Attaque. Rezmir effectue une attaque au corps à corps.
    • Se cacher. Rezmir effectue l’action Se cacher.
    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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  • Kaelith Tech-Claw Solitary, Small, Organized, Grid Access
    Grid-Slash (d6+2 damage) 12 HP 0 armor
    Close, Reach, Ignores Armor

    A Kaelith who specializes in manipulating the Grid. They use their knowledge and skills to assist and strengthen allies. When needed, they form giant claws made from the grid that can slice foes with in reach. Instinct: To protect and defend the clan.

    • Grid-Manipulation
    • Firewall
    • Grid-Call Allies
    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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  • Kaelith Warrior Group, Intelligent
    Nano Claws (b[2d8] damage, hand 2 piercing) 6 HP 2 armor

    A warrior of the Kaelith clan in a full suit of combat armor. They work in small groups to achieve the goals of their clan, whatever that may be. They are skill warriors, highly maneuverable and athletic, and rather stealthy. Their primary weapons are their nano claws which slice through metal with ease. At range they hurl thin energy bolts like throwing weapons. Instinct: Forward the goals of their clan.

    • Agile Attack
    • Plasma Kunai
    • Quick Distraction
    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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  • Verdant Prince Solitary, Magical, Stealthy, Devious, Intelligent, Planar
    Quaterstaff (d8 damage) 12 HP 4 armor
    Close, Ignores Armor, Near, Far

    A type of cruel Fey, the Verdant Prince is a petty tyrant and deal-maker driven only by cruelty and narcissism. Effortlessly beautiful and cunning, most Princes are practiced in appearing charming and even-handed, but will upend any bargain for maximum pain and suffering. Each Prince is connected to the season in which they are born, and so are their bargains and cruel curses. A Summer Prince may steal your inner fire; Spring may ensure all your food rots. Autumn and Winter princes are worse, with Autumn Princes laying curses of foul harvest and plague, while Winter Princes may freeze your heart solid and wear it as a jewel. Deals made with Verdant Princes are oath-bound. To break your oath sickens you and will kill you. Instinct: To strike a cruel bargain

    • Shapeshift
    • Reveal a cruel subclause
    • Wield seasonal nature magic
    • Wreak a terrible curse
    • Enact a Fey law
    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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  • Puppeteer Solitary, Tiny, Magical, Devious, Intelligent
    Spirit Slice (2d8-2) damage 12 HP 4 armor
    Hand, Far

    A small jester figurine containing a fiendish spirit of malace. It seeks to control living creatures to do its violent bidding. It feeds off the malace and suffering of those nearby. Instinct: To feed of the malace of others by controlling nearby living creatures and causing havoc with their actions.

    • Malace Marionette - On each of the puppeteers turn, it can control up to 3 people affected by Spirit Strings.
    • Spirit Strings - When a living creature is nearby, the puppeteer can attempt to wrap its spirit strings around the living creature. Roll +Wis (-Wis of the target), on a 10+, the puppeteer has control over the living creature for 1 round. On a 7-9, the puppeteer can give an order to the living creature. If the order is an attack on another living creature, the living creature can roll +WIS to resist fulfilling the order. On a 6 or lower, the living creature is immune to spirit strings for 2 rounds. If a creature takes damage, the spirit strings are broken and the creature is immune to spirit strings for 1 round.
    • Consume Malace - Half of the damage done to living creatures within eyeshot of the puppeteer is transfered to healing the puppeteer.
    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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  • Vy-Dalak Solitary, Intelligent, Planar, Terrifying
    d12 24 4 armor
    close, ignores armor
    Special Qualities: Aura of despair, partially immaterial, cannot truly die when connected to the void

    The Vy-Dalak willingly surrendered themselves to the Void long ago. What remains is something halfway between prophet, corpse, and living portal. Their bodies are wrapped in blackened ceremonial cloth and fractured armor etched with impossible symbols that seem to move when unobserved. A Vy-Dalak does not rush into battle. It arrives slowly, confidently, already certain of the outcome. The air grows colder near it. Sounds become muffled. Even brave warriors feel their courage begin to rot. Anyone who first stands before a Vy-Dalak and does not immediately flee or steel themselves should feel overwhelming dread. Even seasoned warriors instinctively know this thing is wrong. For those who have not prepared themselves against it, any encounter with a Vy-Dalak will leave them confused for at least a day (~1d4). Instinct: To corrupt, consume, and open the way for the Void

    • Extinguish all non-magical light
    • Corrupt a living creature into a Vy-Atharo
    • Phase through walls or weapons like smoke
    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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  • Vy-Atharo Group, Divine, Intelligent, Terrifying
    void-touched dagger (1d8+2 damage 1 piercing) 12 HP 2 armor
    Close
    Special Qualities: Inky Black Skin and Deep Void Eyes

    Vy-Atharo are captured, void-corrupted souls of those who were captured by the Vy-Dalak. While they are unwilling, they are completely corrupted, capable of only serving their masters--both in word and in intent. Instinct: to obey its mater

      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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    • Experiment Chuha Solitary, Intelligent, Construct
      Strength-laden blows (d10+2 damage 1 piercing) 20 HP 2 armor
      Close, Forceful
      Special Qualities: Aura of chaos and blight, Overwhelming physical power

      With great power comes great responsibility. Many say this but few actually know what it means. When managing to gather great magical power and divine puissance, one can do many things. Creating living weapons is one of them. Experiment Chuha is one of them, although rodentine and humanoid in appearance - this appearance is not due to the experiment. Power unrelenting however, was, but unintentionally the blossoming of chaotic and blighting power that flows out of it at all times make this only a semi-successful experiment... for now. One day its creatures hope to create a way to better channel its abilities passively, and then... Instinct: To be free

      • Channel chaos and blight by will alone
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    • Echo Spores Group, Stealthy, Magical, Devious
      Steal knowledge (d4 damage) 10 HP 0 armor
      Close, Ignores Armor

      Spores that recreate the moments of the last creature they infected. Anything that comes into contact with them has its memories erased, replaced by the spores' collective knowledge. Instinct: Repeat the past

      • Possess the living
      • Become incorporeal
      • Grow spore - All fungi grow more quickly when they're near
      • Parasitic memories
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