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  • Double Cat-taur Horde, Tiny
    teeth and claws (d4 damage) 3 HP 0 armor
    Hand

    this is that photo of the cat sitting behind a mirror that looks like it has two back ends. A small cat-taur, with two sets of front legs (stacked vertically) and two sets of back legs (branching part at the shoulder to create two distinct back-ends.) They organize in loose colonies, much like regular cats do. most colonies will likely scatter or tolerate your presence. sometimes, though, you'll run into a particularly ornery group... Instinct: survive

    • Scratch
    • bite
    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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  • Unthinkable Shining Horror Solitary, Large, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Planar, Terrifying
    Golden and immaculate myriad arms (b[2d10+2] damage 3 piercing) 18 HP 7 armor
    Special Qualities: Aura of Overwhelming Despair and Penitence

    The Shining Horrors are but lesser servants newly forged by their patron's machinations, it is said. Somewhere out there lurk those that lord over even them, and whose power and focus is expressed even more so - the horrifying golden radiance that bleaches out all thought and notion, leaving no able to resist their predations. However surely these are just tales told to boost the might of the Shining Horrors... right? Surely something like this can't truly exist... but if it did, what possible source of the divine was corrupted to bring forth this? Did something happen in the heavens? Instinct: To advance the agenda for their mistress

    • Blaze with searing, bleaching incandescence
    • Sear away the ability to do anything but behold you
    • Summon other agents of your mistress in a burst of golden light
    • Turn things to gold (quickly or slowly) with a contemptuous scowl
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  • Dune Mimic Solitary, Huge
    Whipping tendrils (d10+5 damage) 20 HP 1 armor
    Reach, Forceful
    Special Qualities: Shapeshifting

    The Dune Mimics of Ahmaradis; massive, terrifying creatures that slumber beneath the sand, utterly imperceptible to the mortal eye. Only centuries of oral tradition have kept alive the knowledge of these creatures' whereabouts, such that travelers may avoid falling prey to their endless hunger. Instinct: To lie in wait

    • Disguise itself perfectly beneath the sand
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  • Rogue Parasaur Solitary, Huge
    Trumpet blast (d10+5 damage) 20 HP 1 armor
    Reach, Forceful
    Special Qualities: Semi-aquatic, and has a loud trumpet that can deafen predators

    A large herbivorous dinosaur. These animals usually tavel in herds, but some males may go rogue and attack herd members before being driven away. Rogue individuals are extremely territorial and will attack unprovoked if it believes you are entering its territory. Parasaurs dont have any natural weapons but for their bulk and their nasal trumpet, which they use at short range to deafen and injure predators. Instinct: Territorial

    • Sonic Blast
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  • Troodon Group, Small, Stealthy
    Teeth (d8 damage) 6 HP 0 armor
    Close

    A small carnivorous dinosaur. They travel in small gangs and behave much like jackals. They can see in the dark and will often try to steal food from unwary hunters. Instinct: To Eat

    • They can gang up and surround attackers
    • They can jump up and grapple foes with their toe-claws
    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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  • Moor Vulture Group
    Talons (d8 damage 1 piercing) 6 HP 0 armor
    Close
    Special Qualities: Flying

    A large predatory buzzard that swoops down and attacks any prey that it runs across. These birds are large enough to take on unsuspecting humans, and can even carry away children with ease. Instinct: To Eat

    • Swoop
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  • Primitive Witch Group, Stealthy, Divine, Magical, Intelligent, Hoarder
    Dagger (d8+2 damage) 10 HP 0 armor
    Close, Ignores Armor, Far

    An evil practitioner of magic, these witches seek to summon demonic forces from beyond this world, and will sacrifice whatever, and whoever it takes. Instinct: To summon

    • They can Bind foes with their magic.
    • When they have full focus they can strangle attackers with magic.
    • Poisoned dagger
    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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  • Primitive Acolyte Horde, Stealthy, Organized, Intelligent, Cautious, Hoarder
    Clubs (d6+2 damage) 5 HP 1 armor
    Close

    Servants of witches and sorcerers, these men and women devote themselves to their magical leaders and serve however their master sees fit. If they sense any threat to their masters they whip up into a ravenous frenzy. Instinct: To serve and defend

      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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    • Sabertooth Cat Solitary, Large
      Swatting Paws (d10+4 damage) 20 HP 1 armor
      Forceful

      A Big Cat that stalks the frozen tundras, mountain ranges and moorlands. These are solitary predators who aim to ambush their prey before pinning them down and finishing them off with their elongated canines. If stealth fails they swat with their razor sharp claws. Instinct: Territorial

      • Pin Down
      • Crushing Jaws
      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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    • Dire Wolf Group, Large, Organized
      Biting Jaws (b[2d8] damage) 10 HP 1 armor
      Special Qualities:

      A large wolf that stalks across the tundras and moorlands. They travel in smaller packs than average wolves, but make up for it in their greater strength. They are able to silently stalk their prey because of their broad footpads that muffle the sound of their footfalls. While strong, they arent vicious unless cornered or starving, they are easily kept at bay with fire. Instinct:

      • Raucus Howl
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