• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Keg Bot Group, Small, Organized, Construct, Amorphous
    Burning Oil (w[2d6] damage) 17 HP 2 armor
    Close, Near
    Special Qualities: Designed to give out mead

    Keg bots have all sorts of liquids inside their barrel chest. They’ll give you your drinks in all kinds of perilous situations, from riding on a dragon to sitting in the Tarrasque’s stomach. Just make sure the barrel’s solid, or it might burst at high altitudes, and being covered in beer and oil isn’t fun. Instinct: To hydrate

    • Spray out liquid
    • Call on other bots
    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.
    Tweet
  • Insect Swarm Horde, Tiny, Devious, Construct, Terrifying, Amorphous
    Death by a thousand bites (d4-2 damage 1 piercing) 6 HP 1 armor
    Hand, Ignores Armor, Near
    Special Qualities: Untargetable mass, Bound to Geoffrey Kalibar, Baleful buzzing and clicking

    From out of the swamp, we rise - spiders, flies, mosquitos and worms. We serve him until you are nothing but bones. Instinct: To strip to the bone

    • Gather and attack
    • Tiny creatures seek cracks in the armor
    Tweet
  • The Warlock of Gracy Street Solitary, Magical, Divine, Planar, Terrifying
    Summon creatures from the elements themselves (d10+2 damage) 14 HP 4 armor
    Close, Far
    Special Qualities: Teleportation, The Flayed Man, held together by insanity

    Geoffrey Kalibar, once a powerful mage, driven mad by knowledge of all that is, has but one mission left - protect the Wells. Blinded by insanity, he can no longer tell friend, from foe, from anything. He inhabits the lands of the Coan weaving spells that pervert the creatures, the land itself. Instinct: To protect the Wells

    • Use ancient magics
    • Spells of shock and awe
    • Infused by ancient magics
    Tweet
  • Heat Elemental Group, Magical
    Heat Wave (d8 damage) 14 HP 4 armor
    Close, Ignores Armor, Near

    Children of the greater fire, these creatures spend most of their time nesting in geothermal pockets. They are only dangerous if disturbed. Instinct: To sleep in warmth and comfort

    • Feed off thermal energy
    Tweet
  • Prismatic Dragon Solitary, Huge, Magical, Intelligent, Hoarder, Planar
    Breath of Light (b[2d12+7] damage 3 piercing) 28 HP 6 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: Flight, Immune to light based effects

    A prismatic dragon’s scales shine like the rainbow, as does its breath. They love to create new things and tear down old ones. That might sound good, until it decides humanity’s gone on long enough. Instinct: To change

    • Bend and create with light
    • Unleash blinding light
    • Make reality anew
    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.
    Tweet
  • Zulcax Solitary, Large
    Knuddelrüssel (d10 damage) 16 HP 4 armor

    Instinct: Revier verteidigen

    • Starker Griff
    Tweet
  • Puma/Cougar/Mountain Lion Solitary
    Claws (b[2d10+2] damage) 12 HP 0 armor
    Close, Forceful

    Instinct: To sneak and hunt

    • Run fast on short distance
    Tweet
  • The Languisher Solitary, Large, Stealthy, Divine, Magical, Devious, Intelligent, Planar, Terrifying, Amorphous
    claws, bite, grapple, soulsuck (b[2d10+4] damage 1 piercing) 25 HP 4 armor
    Reach, Ignores Armor
    Special Qualities: skeletal, undead

    In a hole in the ocean, trapped by a mangrove forest, something lurks among silt and roots. It's dead, but not in a way that mortals can understand. It languishes and rots, waiting until it can grasp life once again in its stiffened fingers. That is now its eternal state -- reaching, raking, wrapping, sinking -- and whatever it can have, it takes. It isn't without its tricks. It understands even what it lacks, and it will use it against you in the cruelest of ways. It hears dreams and dangles that which you love just out of reach, until you've waded too far and it can take you. Instinct: to enter our living world

    • invade dreams
    • lure
    • soulsuck
    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.
    Tweet
  • Mechanitrix Technomancer Solitary, Magical, Organized, Intelligent, Cautious, Hoarder, Planar
    Many hidden weapons (d10+2 damage 3 piercing) 12 HP 4 armor
    Close, Near, Far, Ignore Armor
    Special Qualities: Powered armor - laden with secrets

    The mechanitrices are rarely mentioned, but are akin to Tieflings and Aasimar in a sense, but while those creatures possess the blood of demons and angels, a Mechanitrix instead has ancestry stemming from creatures of order. A peculiar thought if there ever was one. What is less peculiar is that they tend to have a great knack for technology and especially technomancy. They have great potential and those that can live up to their name can make terrible foes indeed - their inventions reshaping the world around them, possibly forever. Instinct: To build

    • Command technology with but a word
    • Unveil a technological solution to a problem that you had all along
    • Summon forth drones and other techno-minions
    • Cease the petty chaos known as 'magic' with a gesture
    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.
    Tweet
  • Elder Grinch Solitary, Stealthy, Intelligent, Hoarder, Planar, Terrifying
    Razor-edged claws (d12+2 damage 4 piercing) 12 HP 1 armor
    Close
    Special Qualities: Infectious

    Long have the krampuses and grinches been arch-enemies. Long have some waged to uphold or prevent yuletide - though few remember the significance as to why. The Elder Grinches, although very rare however know - and that makes them all the more keener to spread their terrible plague. For being a grinch isn't something that one is born into, but made. A parasitic existence which will only be fulfilled once yule has been destroyed. This is why the krampuses despite their powers and might try so hard and yet cannot fully extinguish the blight of the grinches. Instinct: To steal

    • Corrupt those who meet your gaze into naughtiness
    • Slip into and out of the shadows unseen
    • Steal things of value (sentimental or real) with but a gesture
    Tweet
Previous
Next