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  • Lost Cultist Leader Group, Magical, Intelligent
    Arcane Blast (d8 damage 1 piercing) 6 HP 2 armor
    Close, Near

    A slightly higher rank Cultist than the average. Possesses powerful eldritch magic granted to him by the One from Beyond. Instinct: To follow the orders of the Cult

    • Magic blasts
    • Has the ability to convert nearby cult members to horrifying monsters
    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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  • Cultist of the Lost Group, Magical, Organized, Intelligent
    Dagger stab (d4 damage) 6 HP 1 armor
    Close

    Not a monster, but rather an evil cultist. They know a small amount of magic, which is their main form of attack. Instinct: To obey the cult

    • Can create tentacles to block enemies
    • Can shoot arcane bolts
    • Can call on other members of the Cult
    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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  • Charred Skeleton Group, Devious
    Burning claws (d6 damage) 2 HP 2 armor
    Close

    A flaming, charred skeleton reanimated by a fire elemental. Instinct: To burn

    • Flaming Claws
    • It can reassemble after destroyed
    • Attacks burn hit enemies
    • Can throw it’s arms like a boomerang
    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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  • Fire Elemental Solitary, Huge, Magical, Amorphous
    Blasts of fire (d10+3 damage 1 piercing) 23 HP 1 armor
    Reach, Ignores Armor, Far

    A fire elemental that has the ability to control flame. It can not be damaged by normal means, only by magic, or water. It thrives off of flame, so much so that if you destroy all the flame nearby the elemental would dissipate. The more flame is nearby, the bigger it grows. Instinct: To burn any living beings nearby

    • Burst of Flame
    • Has the ability to control nearby fire
    • Can burn living beings and control the skeletons with flame
    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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  • Monstrous Teeth Solitary, Large, Planar, Terrifying
    Huge jaws (d10+4 damage) 20 HP 0 armor
    Forceful, Ignores Armor
    Special Qualities: It’s a literal huge teeth

    A monstrous spherical being with a massive jaw. It has many long tentacle-like appendages that stick to surfaces and allow it to move. It mainly lives in dungeons. Instinct: To consume invaders

    • Massive bite
    • Sucker grab
    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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  • Tentacle from Beyond Group, Large, Stealthy, Intelligent, Planar
    Eye Lasers (d8 damage) 8 HP 2 armor
    Ignores Armor, Far

    A tentacle with a mouth at the end. The mouth has an eye inside. It can shoot beams from the eye. It is created as a way for a The One From Beyond to affect this world. Instinct: To destroy and cause chaos

    • Shoots lasers of pure arcane energy
    • Can teleport by descending into the floor
    • Close range bite attack (d12 damage)
    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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  • Räuber Group, Stealthy, Organized
    Dagger (d4+1 damage) 6 HP 1 armor
    Close

    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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    • Steam elemental Solitary, Large, Magical, Divine, Planar, Amorphous
      Supercritical steam-blast (d12+2 damage) 29 HP 7 armor
      Forceful, Ignores Armor, Near
      Special Qualities:

      Normally, fire and water mix as well as you'd expect. But sometimes, under just the right conditions--a spirit can form of equal parts fire and water, somehow forming a higher harmony. These volatile spirits rarely stray from the conditions that created them, but burn with curiosity for anything that enters their domain. I leave as an exercise to the reader to decide whether it is more unfortunate for the spirit or the visitor that few things can stand the scalding steam that comprises their physical bodies... Instinct: To surge forward

      • Burst forth and recede
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    • Preist of Juan Horde, Organized, Intelligent
      Silvered Crossbow (w[2d6] damage 1 piercing) 3 HP 3 armor
      Close, Far

      The People's Temple of Juan take tithes from the builders and provides them representation and collective strength. They welcome "civilized" visitors and prize true sacrifice for the good of the collective, but they exile the "monster races" to Kyle's H, and will not tolerate their presence. Instinct: The Build and Expand

      • Bring order to chaos
      • Form a committee
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    • Preist of Carolyn Group, Stealthy, Magical, Organized, Intelligent, Hoarder
      Nets and clubs (d8+2 damage) 6 HP 0 armor
      Close, Near

      The Church of Carolyn Worships that Which Lies Beneath, both literally and figuratively. They wish to dwell on and draw power and secret wisdom from ancient an terrifying beasts long dormant in the dark waters of the world, they also seek out true motivations and to learn and exploit the machinations of society. Instinct: To Horde Secrets

      • Drive mad with visions of what lie below
      • Summon the Spectres
      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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