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  • Giant Centipeded Horde, Tiny, Devious, Terrifying
    Poison Bite (d4-2 damage) 3 HP 2 armor
    Hand
    Special Qualities: ,

    Instinct: Hunt for living food

    • Drop on foe
    • Poison Bite
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  • Nasalem Core Solitary, Large, Magical, Organized, Intelligent, Hoarder, Planar, Construct, Amorphous
    Deadly transmutations (d10 damage) 27 HP 5 armor
    Ignores Armor, Near
    Special Qualities: Alien metal

    The Nasalem are ofcourse merely this core, everything else is an extension of its will. But what its true purpose is is a mystery. It builds its workers, and defends itself if necessary, but why? Or for who? Perhaps it is a vanguard for something greater? But if someone made this they must have been powerful indeed... Instinct: To build and defend

    • Divine worlds suitable for colonisation
    • Reshape the world around you
    • Conjure more crystals to create more minions
    • Manipulate gravity to your ends
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  • Nasalem Drone Horde, Planar, Construct, Amorphous
    Stony fists (d6 damage) 14 HP 4 armor
    Close, Reach
    Special Qualities: Body of Stone, Core of Crystal

    Astronomers with powerful enough telescopes have reported strange sightings upon the moon's surface. Stranger than normal, at least. Meteors crashing, but then for the crash site to reshape itself into some kind of boxy device, and then for humanoid figures with black crystalline spheres ensconced where a head would be rise out of the rocks and began rapidly reshaping the surrounding lands forming... at first a keep to house the device, followed by more and more fortifications and other structures surrounding it, like that they are building a fortress. Eventually when they are 'done' the drones seem to just mill around, maintaining the fortress, guarding it, and patrolling the surrounds. But why? Scholars are in debate as to their purpose but the most common theory is that this is a forward base being built for... someone else's arrival. But who, or what? Instinct: To serve the Nasalem Core

    • Reshape the ambient landscape with ease
    • Rapidly regenerate body from ambient materials (except core)
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  • Nomi Lanternbearer Group, Magical, Organized, Intelligent, Cautious, Planar
    Lantern-Staff (d8 damage) 6 HP 2 armor
    Close, Ignores Armor, Near
    Special Qualities: Fluffy yet potent wings capable of flight

    The Nomi are known to be enlightened mothfolk that dwell on the moon. They have few dwelling-places but the places that they do, as seen by astronomers, seem to be huge tower-cities which upon their tops are ensconsed a huge brilliant shining light. Tales tell of them being creatures of unity, that they are not known for being particularly private and communicate mostly through their telepathy. They adore light and the flame, and their lantern-bearers are their most common soldiers because of this. Perhaps not the greatest of warriors but their unique abilities can make them a dangerous force if threatened, and luckily they seem mostly complacent on that cold, distant object. Instinct: To follow the light

    • Emanate choking, blinding Nomi Dust
    • Wield light magic with precision and dedication
    • Psionically light the beacons, drawing more Nomi to the flame
    • Use telepathic abilities to a disquieting degree
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  • Gansa Marauder Horde, Divine, Organized, Intelligent, Planar, Terrifying
    Crescent axe (d6+4 damage 1 piercing) 5 HP 1 armor
    Close, Messy
    Special Qualities: Divine Death Curse, Beautiful powerful wings (and flight)

    The Gansa thankfully lair on the moon. Swanfolk, it is said, their beauty and allure is only outmatched by their ferocity and brutality - a powerful arrogance that stems from their divine blessings. It is said a lunar deity blesses them so, and because of this they see themselves as the true inheritors of all that they desire. These blessings do not just make them a danger in of themselves, oh no, if only it were so simple. Unfortunately if any are slain it is very possible that this will rouse the ire of their patron, and from there stems a terrible death curse. Few wish to fight them, out of fear and apprehension if anything else. The mere threat of them arriving here should be more than sufficient reason to draw up plans. However it is best to just hope that they... don't. Yet it is said when the moon is full that they can glide down upon its rays to our world. Let's just hope that they are too busy on the moon itself to bother us... Instinct: To take what is yours (everything)

    • Break bones with ease under a vicious assault
    • 'Sing' the song of good battles - beckoning forth more kin
    • 'Sing' songs of psionically empowered emotions and enchantment
    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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  • Assassin Anadi Group, Stealthy, Intelligent
    Strike with a blade (b[2d8+2] damage 1 piercing) 6 HP 1 armor
    Close
    Special Qualities: Do anything a spider can, change form

    Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, Sovereigns, and anyone else who can afford them. Instinct: Silence those who resist

    • Fight with silent cunning
    • Apply poison to a weapon
    • Spring a trap
    • Hides in shadows
    • Tangle in webs
    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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  • Flameskull Solitary, Tiny, Stealthy, Magical, Intelligent, Construct, Terrifying, Undead
    Magical ray of fire (b[2d10] damage) 10 HP 4 armor
    Near, Ignores Armor, Fiery
    Special Qualities: Flight, Illumination, Simple Telekinesis, Tireless, Resists Magic, Lit in Spectral Fire, Immune to cold, fire, poison, lightning, necrotic, and fear

    Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied skull blasts foes with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory. Instinct: To keep watch

    • Patrol it's route
    • Revive unless sprinkled with holy water
    • Blast a whole room with fire
    • Briefly conjure a shield
    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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  • The Death Machine Solitary, Huge
    Cannonball Arm (b[2d10+7] damage 2 piercing) 27 HP 5 armor
    Reach, Forceful, Near, Far
    Special Qualities: It was made for death and protection

    Instinct: Protect valuable things

    • Track people by heat
    • Shoot cannonballs
    • Protect assets
    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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  • The Death Machine Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct: Protect valuable things

    • Track people by heat
    • Shoot cannonballs
    • Protect assets
    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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  • Yut Pestlier Group, Magical, Organized, Intelligent, Planar
    Moonrock Staff (d8 damage 1 piercing) 6 HP 2 armor
    Close, Reach

    The Yut are a rare sight beyond their native land - the moon. Most Yut soldiers are trained in the use of their characteristic pale white stone staves, but even their footsoldiers hold the potential for transmutation that they share. It is said that on the moon the Yut have built many wondrous structures thanks to their natural ability towards transmutation and their skill in alchemy. Their proclivity towards a unified society has made great use of these skills. For it does not matter the strength of one Yut, but the strength of many. Instinct: To serve the burrow

    • Frustrate and interfere with deft staff blows and tricks
    • Transmute things in contact with you (or your staff) psionically
    • Launch an alchemical signal flare to summon reinforcements
    • Spring forth and back with alarming alacrity
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