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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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  • Ultra-Oblex Solitary, Large, Magical, Intelligent, Hoarder, Planar, Amorphous
    Psionic blast (d10 damage 1 piercing) 27 HP 7 armor
    Reach, Ignores Armor, Far
    Special Qualities: Use empty clone bodies to sustain itself

    This is no mere elder oblex--though it is likely to have started as one. Somehow, the Cult of the Burning Eye have discovered a way to technologically support an oblex even though it has consumed an enormous quantity of memories. Hundreds, perhaps thousands of individuals have been drained by it, and without magitech aid, it would surely collapse into self-destructive insanity very quickly. Its bond to Zuheyra, the leader of the so-called "Flameseekers," further stabilizes its form and allows it to see and hear far beyond the limits of an ordinary oblex. Destroying it will be tricky, but it seems to retain the ordinary oblex's weakness to fire... Instinct: To absorb all minds

    • Subsume minds into its menagerie
    • Psy-spells of illusion and mind-manipulation
    • Able to bend the rules of space
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  • Oblex simulacrum Solitary, Stealthy, Devious, Intelligent, Planar, Amorphous
    Pseudopod slap (d6 damage 1 piercing) 19 HP 2 armor
    Close

    An advanced oblex has the ability to generate copies of individuals it has brain-drained into itself. Apart from a near-invisible, narrow trail of slime linking it back to the oblex, these spawned simulacra are indistinguishable from the original victim--unless they reveal themselves, usually by attacking. Destroying a spawn does not directly harm the generating oblex, but may cause it to lose some of the memories associated with that person. Normally, they are not meant for attacking unless they corner an unsuspecting target; the simulacra are more often used to tempt new victims into the actual oblex's clutches. Instinct: To steal memories

    • Imitate and infiltrate
    • Shapeshift to imitate someone whose memory has been stolen
    • Each strike can invade the mind
    • Feed energy back to the Elder Oblex
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  • Nyraala golem Solitary, Large, Magical, Divine, Construct, Terrifying, Amorphous
    Lashing tentacle-suckers (b[2d10+4] damage 1 piercing) 29 HP 5 armor
    Forceful, Reach
    Special Qualities: , Can disguise itself as a bizarre patch of fungus, Stench of death and decay

    The nyraala golem is the mind-flayer's ideal servant: totally obedient, easily replaced, extremely strong, and covered in tentacles. Unlike the brain golem that is more commonly-associated with the tentacular ones, the nyraala does not require any tissue from an elder brain. In fact, it can be assembled merely from fresh corpses and an alchemically-treated fungal mat. Sapient corpses make the best nyraala golems, but in a pinch, anything with sufficient musculature will do. Due to the semi-fungal nature of the nyraala, it can disguise itself as a thick patch of nondescript fungus coating a sufficiently large area of wall, ceiling, or floor. This same fungal-flesh hybridization also permits it to heal from injuries with unnatural speed. It also stinks horrifically. Worse than the dead flesh which made it. Pray that you never have to smell one yourself. Finally, its grasping tentacles have suckers covered in tiny teeth, which both strengthen its blows and permit it the chance to disarm its enemies. Instinct: To destroy intruders

    • Stand guard over places
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  • Flare-eater slime Group, Magical, Stealthy, Devious, Intelligent, Amorphous
    Corrosive touch (d6 damage) 17 HP 7 armor
    Close, Ignores Armor
    Special Qualities: Duplicates if exposed to bright light

    The ignoble flare-eater, bane of adventurers in the Down-Below everywhere, but prize to alchemists and mages the world over. Do you see how it ripples and glides across the interior of this magically-resilient glass? It can move quicker than the eye can follow across cavern surfaces as well. Unlike its more common cousin, the green slime, flare-eaters feed on and grow stronger from fire and light. This is precisely what makes them valuable to practitioners of the magical arts, however--their flesh, if distilled properly, forms an excellent basis for a variety of potions dependent on fire. For the love of Gods, don't OPEN--! Instinct: Consume light

    • Move with lightning speed
    • Cling to ceilings
    • Dissolves metal, flesh and bone--anything
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