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  • Orc Security Group, Organized, Intelligent
    Whatever's heavy and handy (b[2d8+2] damage) 10 HP 1 armor
    Close, Forceful

    The Orcs of the Northwest Mountains have largely immigrated south the past century or so, many in the City of Priests and Ghosts. The more civil live among the Kyles, the more vicious thrived in Blasphemers Quarter, where they hold a steady claim to the security, collections, and murder for hire markets. Casino Security do not carry weapons as a matter of course, and are free to cause some destruction to make an example, even if that means throwing a roulette wheel at someone, or throwing someone through a nice high window. Instinct: To eject rulebreakers

    • The old heave-ho
    • Security whistle
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  • The Fop Solitary, Magical, Divine, Devious, Intelligent, Hoarder
    Banishing Touch 10 HP 4 armor
    Close, Reach, Ignores Armor

    His successful research into inter planar portals and baroque disposition lead Duke Baldwin to his position as a High Deacon of the Church of Blasphemy. He appears frail and effete, but he has traveled to several hells and made deals with multiple devils for the power he wields. He'll have to pay it when he dies, so he keeps playing on house money. Instinct: to pervert

    • Use spells to evade and trap
    • Create a portal between planes
    • become trapped on another plane
    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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  • Water Slug Solitary, Devious
    Snot Spit (d8 damage) 12 HP 0 armor
    Close, Near
    Special Qualities: Can climb walls

    6ft long black slug Instinct: To Eat

    • Spit Snot
    • Solidify Snot
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  • Focalor's Slave Driver Group, Intelligent
    Fire whip, Driving Minions into frenzy (b[2d8+2] damage 1 piercing) 10HP 1 Armor
    Close, Reach, Near

    Descended from Bargenzi, one of the ancient demon's of old, This much tamer version known as a "slavedriver" by residents of the basin, earned it's name for the way it drives the minions under it's command. While it's thought that the reason the demon's under it follow it's commands is fear and threat of pain the actual reason is because of the commands of their master, Focalor, one of the dukes of hell. In actuality the slave driver lives to deliver pain and the minions live to be subservient. All needs are met in this strange symbiotic relationship. The slave driver appears as a naked woman, hunched and withered. It's leathery wings stretch out of it's back and with every movement its skin creaks like leather. The hellfire whip at its command looks like a knob of wood but, when swung, flares out with a tongue of fire, turning into a whip that can be commanded. It's face is twisted, always, into a sadistic grin said to be a curse set upon this lineage of demon when their progenetor was killed by an old and powerfull warlock. Instinct: To cause pain in other creatures

    • Drive the minions of focalor
    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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  • Focalor's Minion Horde, Magical, Organized, Intelligent, Planar
    Wind blasts, Shadow Claws (d6 damage) 20 HP 4 armor
    Close, Far
    Special Qualities: Shadow body

    Shadow demons are a common sight in the underworld. The demon princes frequently draft swathes of their number into their service. When Focalor, summoned and bound by pact to the witch Ophelia to the collapsing world of the basin, drafted these servants to his service they were changed. Since he had such an alignment with ice and wind these creatures developed one as well once bound to his service. They are swift and can find their way into the unlikeliest of places if their master bade them. Instinct: To follow it's master's orders

    • Fight an enemy of focalor
    • Call minion: When It is injured it can call for help summoning two more of it's kind with the same number of hit points as it
    • Portal Rip: Rip a hole into the plane of shadow or wind..
    • Shadow Portal: Light begins to fade and howls of unearthly beasts radiate from the portal. Take 1d6 psychic damage and take -1 ongoing until the portal is destroyed
    • Wind Portal: Howling wind rips out of the portal in a continious stream, any enemies standing in the line are blown away and take -1 ongoing due to the howl of the wind
    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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  • Seaweed Strangler Solitary, Huge, Devious, Terrifying
    Tendril (d8+5 damage) 20 HP 0 armor
    Reach, Forceful
    Special Qualities: Camouflage, It's covered in gross sticky liquid (its saliva) which burns to the touch.

    Seaweed Strangler is a tangle of flat sea grass-like tentacles. These things hunt the sea-floor of the Basin, using its camouflage to lure in schools of fish before capturing them all. When immobile it blends in with foliage. Instinct: to feed

    • Ensnare prey in its tendrills.
    • Once grappled, its siliva begins to dissolve you.
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  • Sigwana Solitary, Large, Devious
    Venomous Barbs (tail or bite) (d8+4 damage) 16 HP 2 armor
    Forceful, Reach
    Special Qualities: Aquatic

    Sigwanas are large venomous lizards, once a terrible scourge in the Seat of the Elements. So much so they've been hunted down until no wild sigwanas were left. However, large populations of them were bred in captivity to serve as mounts and hunting partners. Instinct: to hunt with its master

    • Scamper swiftly
    • Paralyze with venom
    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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  • Agua, Kami of the Cave Solitary, Large, Magical, Divine, Intelligent, Planar, Amorphous
    Slam (d12+2 damage) 25 HP 5 armor
    Reach, Near
    Special Qualities: Incorporeal

    Angua dwells in the caves beneath the plateau. It nourishes the ground above and guides those lost among the jagged cliffs. Instinct: to lash out

    • Move earth and stone
    • Compell nature to its cause
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  • Hiroshi the Merchant Horde, Stealthy, Organized, Intelligent, Hoarder
    Deep Amber Shards (d10 damage) 3 HP 0 armor
    Close, Reach, Ignores Armor, Far

    Hiroshi was a mine director in Sparktown and for the last year his life has been hell. Ever since the Empire forced Sparktown under its heel, he's been losing money, his men were cheated out of their profits. He's done with playing nice and he'll do anything to rebuild his old life. Instinct: Fight for his men's future.

    • Rally his workers against adversity.
    • Distract with conversation
    • Call for 'the boys'
    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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  • Woe Strider Solitary, Stealthy, Devious, Intelligent
    Poisoned Daggers (b[2d8] damage 1 piercing) 12 HP 3 armor
    Close, Far

    Woe Strider is a goat beastfolk who trained at the Monastery of Soaring Spite. He listens much and speaks little. He earned his name for being exceptional at traveling long distances and crossing any boundaries protecting his quarries. Instinct: Serve a vile master

    • Deliver a silent strike.
    • Leap out of view
    • Inject them with poison.
    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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