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  • Paradog Horde, Small, Stealthy, Planar, Terrifying
    Paradog's Bite (d8+2 damage) 7 HP 2 armor
    Close
    Special Qualities: Each body is a horrid, misshapen amalgam

    Paradogs? Oh they're nasty things all right. No no, not "paradox", that's singular. Paradogs. Paradox-dogs. They're broken pieces of time, and time don't like being broken, no sir. They'll rip you to pieces and then make those pieces go back into you--painfully. Three heads, one head, no heads, they got it all. Where do they live? Boyo, they ain't living, but you'll find 'em crawling around wherever reality's knackered. Damnedest thing though, you CAN kill one--by bringin' it to life, y'see. It weren't ever alive, so it ain't got the chance to die. You 'heal' that disgusting mass, tho', and you got yourself a quick trip to body breakdown. Instinct: Unmake, unmend, unleash, fuse

    • Rip and tear at reality
    • It truly is in two places at once
    • Can only be permanently slain by being healed
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  • Krazrak Group, Magical, Planar
    Ice shard (d8+2 damage) 6 HP 4 armor
    Close

    A Krazrak is a crimson ice elemental that spreads through living bodies like a mind-controlling fungus. Its frost creeps beneath the skin in branching red crystals, freezing thought and replacing the victim’s will with its own. Those fully claimed become cold, obedient vessels, exhaling scarlet mist as they carry the Krazrak’s infection into warmer lands. Instinct: To spread red ice

    • Drain their experience
    • Freeze them in place
    • Rewrite their memory
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  • Kevllarma Horde, Large, Magical, Organized, Intelligent
    Gob of Spit (b[2d6] damage 1 piercing) 7 HP 4 armor
    Near
    Special Qualities: Bulletproof Wool

    The Kevllarma is what would otherwise be a naturally occurring llama in a world where even fur can be affected by intense magical energies. Instinct: protect the herd

    • Be stubborn
    • circle up
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  • Experiment Chuha (Purified) Solitary, Intelligent, Cautious, Construct
    Strength-laden blows (d10+2 damage 1 piercing) 20 HP 2 armor
    Close, Forceful, Reach
    Special Qualities: Aura of Peace and Tranquility, Overwhelming physical power

    Experiment Chuha could be.... solved? Is this what it was supposed to become or another flawed failure? Who knows? Maybe Silvaril, the Curse-Eater does. Instinct: To define yourself

    • Nullify chaos through concentration and dedication
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  • Katima's Power Solitary, Magical, Stealthy, Devious, Intelligent
    Magic Missile (b[2d8] damage) 16 HP 4 armor
    Close, Ignores Armor, Far

    Katima has been divided in three. The party has the aid of Mind and Hope; now they must face Power. Coursing with elemental magic and possessed of little in the way of self-control or reflection, Power is dangerous and mighty--but fragile. Instinct: Recklessly employ magic

    • Pour out magic power like water
    • Teleporting herself away, or another into, danger
    • Elemental magic courses through her
    • Her magic destabilizes structure--including anatomy
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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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