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  • Stone Warrior Group, Construct
    Halberd Slash (b[2d8+2] damage 1 piercing) 14 HP 3 armor
    Close, Forceful, Reach
    Special Qualities: blindsight, immune to poison, made of stone

    Human Stone statue of an implacably stern-faced warrior. The stone figures each bear a fully functional halberd, and wear real golden breastplates. Instinct: To Kill Intruders

    • Coordinated Attack
    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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  • Unhinged Mimic Solitary, Tiny, Hoarder
    Chomp (d8-2 damage) 16 HP 1 armor
    Hand
    Special Qualities: Mimicry

    The Unhinged Mimic has spent far too much time alone and, as a result, doesn't completely remember what adventurers find valuable. Was it food? Maybe. Coin? To small. Babies! Is it babies? Hm maybe a food-baby that poops coins! Yeah that sounds valuable. This'll get 'em. Instinct: To be a treasure decoy that grabs back

    • Adheres to any skin that touches it
    • Chomps the fingers of the foolish
    • Why? Just because it hates you
    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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  • Clockwork Collector Horde, Tiny, Organized, Construct
    Jabbing needles (d6-2 damage 4 piercing) 7 HP 0 armor
    Hand
    Special Qualities: Fluttering wings, Clockwork construction

    Out from the dark come the clockwork collectors, drugging their victims and in a group carrying them off. They never return. Where could they be taken? Why don't they just kill them? These mysteries abound about these strange constructs. The answer will probably not be to anyone's liking.... Instinct: To serve

    • Inject with mind altering drugs
    • Chime to herald the buzzing horde of its fellows
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  • Gorkin Group, Small, Stealthy, Organized
    Claws or blunt objects. (d10 damage) 6 HP 1 armor
    Close
    Special Qualities: A nearly perfect sense of smell and touch. Nearly blind.

    The Gorkin are humanoid creatures, living underground, with low intelligence. With pack tactics they are sure to hunt down most animals in close vicinity of their lair. Expanding their lair by digging they are led by a matriach or brood-mother. This alpha-female usually gives birth to up to fourteen hatchlings within a week after fertilization. The brood-mother sometimes hunts aswell but mostly stays in the lair to fight off intruders. The gorkin sleep in their lair at day and hunt at night. They tend to go for farm animals first when new to an area, plaguing human settlements. If not taken care of, a gorkin "clan" can reach a population of up to 400 members. When reaching this number most clans split and a new brood-mother is born. They have intensely long lifespans of around 120 years outliving most humans. Their sense of smell and touch are incredibly sharp. Being able to sniff out intruders before they even entered their lair. Although nearly blind they do see light and dark and can differentiate between that very easily. Instinct: To feed and multiply!

    • Hunt at night
    • Dropping from the ceiling on intruders.
    • Their kin is always close. Maybe even right above you.
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  • Teutonic Giant Scorpion Solitary, Huge, Devious
    Claws (b[2d8+7] damage 4 piercing) 24 HP 2 armor
    Reach, Forceful, Ignores Armor

    The monster is a giant scorpion. Without a tail to inject the venom it can only inject it by pincing with it's claws. The legs being rather short it relies on it's long arms, as long as it's body, to catch it's prey. If caught the prey will be pulled towards the fangs, bit and injected with acid to be devoured later by sucking out the insides. It's chitin protects it from all but the most ferocious attacks. These monsters and their nests, woven from silk, are often found in timid, dry and dusty environments. Sometimes smaller specimen are found in dry dungeons and old abandoned libraries. If a Teutonic Giant Scorpion lives in a region the vicinity is usually devoid of other monsters and creatures as it tends to hunt and eat everything that is smaller than itself and worth pursuing as a source of food. They usually don't harm small game like rabbits or mice, except a growing specimen, but go after bears, deer and humans. Instinct: To feed.

    • Cut and envenom
    • It injects a venom when clawing someone!
    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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  • Dripping Tree Solitary, Huge
    Dripping digestive acids (d10+3 damage) 20 HP 1 armor
    Reach

    The Dripping Tree is a tree native to Hot Springs Island. It is a carnivorous tree that traps its victims with mucous and eats anything on its exposed root system with digestive acids. Instinct: to eat

    • Drips sticky mucous
    • Drips digestive acid
    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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  • Inspired Lightbringer Solitary, Huge, Magical, Intelligent, Construct
    Fists of stone (d10+3 damage) 24 HP 3 armor
    Reach, Ignores Armor, Forceful
    Special Qualities: Body of stone, Innards of clockwork

    At a distance one might mistake this automaton for a suitably grand lighthouse. But no, within it burns the fires of inspiration - something given to it when it was granted terrible animation. Its light can guide others, sure, but it seeks to Illuminate all, granting terrifying inspiration to all that it falls upon, destroying anything and everything that gets in its way in accomplishing this task. What inspiration it grants? Why insight of course, insight into things far beyond that which would trouble normal folk. Along that path lies madness or... ascension. Instinct: To bring light into the dark

    • See all that its light touches
    • Grant inspiration through its mighty rays
    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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  • Clockwork Legionary Horde, Organized, Cautious, Construct
    Short swords or javelins (d6 damage) 7 HP 3 armor
    Close, Near
    Special Qualities: Mechanical body

    Artificers can create a great many things. So why not an army? They need not for food nor water nor do they tire nor complain nor desert you when you need them most. They won't even run away unless you command it! The flesh is weak! Instinct: To serve

    • Act in perfect synchronicity
    • Toll out to the sound of approaching reinforcements
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  • Enchanted Furniture Servants Horde, Small, Organized, Intelligent, Construct, Amorphous
    Running into you at full speed (d6 damage) 10 HP 1 armor
    Close
    Special Qualities: The clock can tell time real good. Clark can play guitar. They love each other very much; if one dies, the others will not stop until they are avenged.

    There’s a Candelabra, a Grandfather clock, A Porcelain Tea Kettle and a Tea Cup, an ottoman, a Cauldron, A wardrobe, a broom, A Dinning room table, a coat rack, a grand piano and a dude named Clark. They’re all animated furniture and household objects that serve their master or mistress with warmth and loyalty. Except Clark, he’s just a friend of the master who’s sleeping on the couch. They don’t take kindly to intruders. When PCs enter the manor, the objects are stationed all around the manor and they’ll wait till the characters are into the second room before one will politely ask the PCs why they’re there. The characters may be able to lie but if they can’t or if the answer acknowledges that this is indeed a break in? The servants will tell the PCs to wait in the parlor while they call the town guard to have them arrested for trespassing. If the characters try to leave the servants will attack. They’ll fight the pcs until the pcs die or agree to be tied up in the parlor until the town guard arrive. If one of the servants are killed it will drive the others into a revenge frenzy and they won’t stop attacking until all the PCs are dead. Instinct: Protect the manor and call the town guard if necessary.

    • Can move and talk like human servants
    • Call all the other servants into one room
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  • Klo'Brag Group, small
    bite (d8 damage 2 piercing) 6 HP 1 armor
    Close
    Special Qualities: Amphibious. Flight. Swim.

    A brightly colored winged serpent. Its body forms into a pair of leathery wings tapering toward its tail and running the length of its body. It is about three feet long and around two feet at it's widest point toward the head. Typically found in the shallows of lakes where it waits stealthily for creatures to pass close by. Then it skims along just under the surface of the water picking up speed, before launching unexpectedly into the air. It makes one passing bite attack before darting back around into the water to repeat the attack. It continues this move, in small groups of three or four creatures, until either half their number are killed or they take down a prey, at which time a larger group two to three times larger than the original launch from the water to ravage the fallen prey until it is consumed or they are driven away. Instinct: to feed.

    • Launches bite attack from lake shallows at high speeds..
    • Swarms fallen prey in large numbers until consumed or driven away.
    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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