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  • Phaerimm Chaos-Binder Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar
    Bolts of light, fire, and glass (b[2d10+7] damage) 30 HP 6 armor
    Reach, Ignores Armor, Far
    Special Qualities: Consuming things of magic

    An evil, four-armed windsock. That's the best way to describe these abominations. Cone-shaped, with a giant round mouth on the flat end. How they see anything is anyone's guess. Powerfully magical and extremely alien, phaerimm ("Fehrihmm" in the tongue of the Tarrakhuna) are unfortunately understandable only in the sense that they delight in inflicting pain and suffering on others. But we're in luck; their love of inflicting pain applies to others of their kind as much as to mortal-kin, which makes "society" very difficult for them. Few ever leave their prison deep within the under-earth, and those only with the help of others, usually binding them to service (as you can never trust their words). Instinct: To bend reality

    • Twist the powers of the earth to its will
    • Its magic never does only what you see
    • Evocations, illusions, and compulsions
    • Pain that lingers brings it joy
    • The things of the underearth heed its call
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  • Queen Bee Horde, Huge, Magical, Cautious
    Poison stinger (d6+5 damage 3 piercing) 11 HP 5 armor
    Reach
    Special Qualities: Wings

    The Queen Bee never ventures far from her hives, but will defend them voraciously. She commands near endless swarms of bees who will gladly fight to the death and defend her with their lives, so actually approaching or hitting the Queen is very difficult. Instinct: Protect the Hive

    • Command the swarm
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  • Grimlock Group, Intelligent
    Bone axe (d8+2 damage) 10 HP 1 armor
    Close, Forceful
    Special Qualities: Darksense

    Becoming lost in the Underdark is a fate worse than death. Descendants of such folk go blind, their skins turned to thick grey, and lose all sense of self and civilization -- they become grimlocks. Degenerated to little more than hulking barbarians, grimlocks wander the Underdark searching for for food, shelter, and clean water. While not inherently evil, grimlocks will do anything to survive -- including smashing skulls and eating corpses. Grimlocks live in loose clans and can speak a variety of languages, though their dialects are often twisted descendants of mother tongues. Instinct: Survive at any cost

    • Wander the underdark
    • Smash with an axe
    • Beg, steal and borrow
    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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  • Ghaele Solitary, Magical, Divine, Organized, Intelligent, Hoarder, Planar
    Holy sword (b[2d10+2] damage) 16 HP 6 armor
    Close, Ignores Armor, Near, Far

    Knights errant of the Celestial Plane, ghaele are sent to the Mundane Plane to fulfill divine missions. More subtle than angels, ghaele seek to guide, advise, and protect mortals to defeat evil, often serving as advisors within mortal governments. Ghaele are often serious in demeanor. When angered by evil, they are fearsome and unrelenting combatants, combining swordplay with a range of divine magic. Instinct: Topple evil

    • Subtly advise and help mortals
    • Employ divine magic to give aid, create illusions, polymorph, heal, dispel magic, and unleash lightning
    • Call on a higher power
    • Divine knowledge of the celestial plane
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  • Mormesk l'âme-en-peine Solitaire
    (d10 damage) 15 PV 1 armure

    Résistance aux dégâts d’acide, de feu, de foudre, de froid et de tonnerre ; contondants, perforants et tranchants infligés par des armes non-magiques qui ne sont pas en argent Immunité contre les dégâts de poison et nécrotiques Immunité contre les états à terre, charmé, empoigné, empoisonné, entravé, paralysé et pétrifié Déplacement intangible. L’âme-en-peine peut traverser créatures et objets mais ne peut pas s’arrêter dans les emplacements qu’ils occupent Sensibilité à la lumière du soleil. L’âme-en-peine est désavantagée lors des jets d’attaque et des tests de Sagesse (Perception) basés sur la vue lorsqu’elle est exposée à la lumière du soleil. Attaque corps à corps absorption de vie : 1d8 dégâts nécrotiques. Jet de constitution pour éviter de voir son maximum de PV réduit de ces dégâts (jusqu'à repos long). 10+ évite, 7-9 perds 1 PV max, 6- perd les dégâts totaux max Instinct:

      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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    • Spectateur Grand, Solitaire
      1d4 18 PV 1 armure
      Morsure

      Rayons oculaires. Le spectateur utilise deux rayons oculaires parmi les suivants. Il ne peut utiliser chaque rayon qu’une seule fois par tour. Chaque rayon cible une créature située à 27 mètres ou moins du spectateur et qui se trouve dans son champ de vision. 1.Rayon de confusion. Jet d'intelligence pour s'en sortir, 6- attaque un allié au corps à corps, 7-9 désavantage à la prochaine action, 10+ gagne une préparation en magie 2.Rayon de paralysie. Jet de constitution pour s'en sortir, 6- paralysé, 7-9 désavantage en action de mouvement, 10+ gagne une préparation en mouvement 3.Rayon de terreur. Jet de sagesse pour s'en sortir : 6- fuit, 7-9 désavantage en action offensive, 10+ gagne une préparation en attaque physique 4.Rayon de blessure 1d8 dégâts nécrotiques Instinct:

      • Renvoi de sort (renvoie sur une autre cible de son choix)
      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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    • quimera de páginas Solitary, Magical, Hoarder, Construct, Amorphous
      magias de grimórios antigos (b[2d10] damage) 15 HP 7 armor
      Close
      Special Qualities: as páginas são como asas,

      uma quimera de páginas surge da amálgama de vários grimórios animados pela ganância de Yoleritz o mago louco, ele programou essa defesa para guardar importantes segredos do culto do abismo e da relação dos magos de Yarnam com as entidades abissais. Instinct: atacar quem vasculha os tomos proibidos da biblioteca

      • protege importantes feitiços
      • rola 1d8. resultado 1: 3d6 bola de fogo/ 2: 1d8 raio de energia/ 3: 2d6 raio congelante/ 4: 1d10 nuvem de veneno/ 5: paralisia/ 6: sono/ 7: origami/ 8: 5d6 raio da morte
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    • devorador da esperança solitário, Large, Magical, Devious, Intelligent, Terrifying, Amorphous
      hipnose que causa paralisia total (d8+3 damage) 10 HP 5 armor
      Far
      Special Qualities: pode se mover entre os corredores vivos da academia de magos de Yarnam sem ser detectado

      O devorador da esperança é uma experiência bem sucedida do culto do abismo. Talvez a mais terrível das armas de defesa da academia de magia de Yarnam. Considere enfrentar um dragão antes de se deparar com este construto que se alimenta das falhas psíquicas de suas vítimas, de suas culpas e medos. Instinct: acusar os pecados e devorar o pecador

      • se alimenta da culpa e do medo
      • Quando encarar o vazio dos olhos do devorador role +SAB; Com 6- receba dano e perca 1 ponto de sabedoria permanentemente. com 7-9 receba dano. Com 10+ o oponente pode contraatacar
      • Quando o Devorador captura sua vítima, precisa de um 10+ para perceber a ilusão em que cai, ou esperar 2 rodadas para ter um vislumbre da verdade
      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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    • Reaver Horde, Organized, Intelligent
      Dual blades (b[2d6+2] damage) 3 HP 1 armor
      Close

      Instinct: to pillage

      • Lead the charge
      • Rally the Hounds
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    • Gale Group, Small, Devious, Hoarder, Planar
      Bite (d6 damage 1 piercing) 6 HP 0 armor
      Close
      Special Qualities: Flight

      Long serrated jaws, feathered wings, and a constant cyclone surrounding its body. These bird-like beasts patrol the sky around the flying temple of Zephyr. All who dare to trespass on these hallowed grounds will know the wrath of the wind and fall to their doom. Instinct: To Protect The Temple

      • Lift its prey and Drop it
      • Blast back its foe with a gust of wind
      • Redirect Projectiles back at its attacker
      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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