• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Rural Zil-al-Ghurab Group, Stealthy, Magical, Devious, Organized, Intelligent
    Twin shadow daggers (b[2d6] damage 2 piercing) 16 HP 3 armor
    Close, Ignores Armor

    The rural Raven Shadow assassins are less "perfect shadows" and certainly not genteel, disguised-anywhere murderers, but they are nonetheless extremely dangerous foes. They wield the typical shadow-enhanced weaponry of other Raven Shadows, but are far more rugged and equipped for combat in the wild. They bear a resemblance to the nomadic tribes. They retain the religious fervor and dedication of their city-folk siblings, but with additional tools linked to the wild places of the Tarrakhuna. Instinct: To guard the threshold

    • Strike from shadow
    • Create clouds of impenetrable darkness
    • Call the desert to their aid
    • The shadow blades wound body and soul
    • Flank an opponent to isolate them
    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.
    Tweet
  • Akyishigal, Lord of Cockroaches Solitary, Large, Intelligent, Planar, Terrifying
    Multi-limbed claws (d12+2 damage) 20 HP 2 armor
    Near
    Special Qualities: Master of the Hive Mind, Insects crawl over and beneath it's skin

    At first glance the Lord of Cockroaches looks like an eight foot tall insect in tattered robes. Then the true horror dawns; insects move over it and within it; in some profoundly disturbing way it is composed of insects, and it commands them and all nearby to do its bidding. Akyishigal is a lieutenant of the Crawling Queen, and on her behalf seeks followers as a means of corrupting civilization, rotting it from within. It gathers cultists from among the urban dispossessed, the slum-dwelling poor, and those who lurk in lightless undercities. Instinct: to convert all into insects

    • Spew forth insect swarms
    • Summon Bugmen drones
    • Flee by transforming into an insect swarm
    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.
    Tweet
  • Duke Winter Solitary, Magical, Divine, Intelligent, Cautious
    Icy spear (b[2d12+4] damage 1 piercing) 22 HP 5 armor
    Close, Forceful, Reach

    Instinct: To Cover the world in snow

    • Cover the Battlefield in snow
    Tweet
  • Lunara Grismbane Solitary, Magical, Divine, Intelligent, Planar
    A moonbeam (d12+2 damage) 18 HP 4 armor
    Close, Reach, Ignores Armor, Far

    Instinct: To Rule

    • Create a prison of moonlight
    • Put a foe to sleep
    • Strike someone mute
    Tweet
  • Shining Horror Group, Divine, Organized, Intelligent, Cautious, Planar, Terrifying
    Golden swords and spears (b[2d8+2] damage 1 piercing) 8 HP 6 armor
    Close
    Special Qualities: Aura of Despair and Shame

    Resplendent in golden plate and shields, these extraplanar warriors have murky origins. Although seemingly holy in nature they are anything but - and although possessing some spark of the divine within them, they are infernal creatures, footsoldiers of a powerful succubus queen who managed to pervert such a power to her own ends. Their gloriousness is all the more shocking compared to their sheer brutality and the violence that they are willing and able to commit, worse however is the fate of those that they turn into golden statues - to be taken back to their mistress... Instinct: To dominate or serve

    • Shine with a blinding, burning radiance
    • Summon compatriots with a blow of a golden horn
    • Turn things to gold (quickly or slowly) with a touch or a wound
    Tweet
  • Blood Arch-antiprophet Solitary, Large, Divine, Magical, Organized, Intelligent, Hoarder, Planar
    Conjured blood-armoury (d12+2 damage 2 piercing) 18 HP 3 armor
    Reach, Near

    The Blood Anti-Saints are a strange and blasphemous lot. Infernal in nature, their leader is known as the Blood Arch-antiprophet, and as the name suggests they do not prophetise things coming to pass, will alter fate in order to make them so - luckily they are only able to work this fell power through the medium of blood, but unfortunately blood is still a fairly fundamental thing to all living creatures. Mercifully they have not been heard of for a long time, and may it stay that way... Instinct: To conquer and dominate

    • Cause blood-related events to come to pass
    • Wield blood magic with frightening ability
    • Beckon forth servants through bloody media
    • Sense blood unerringly anywhere on this plane
    Tweet
  • Cannibalistic Humanoid Underground Dweller Group, Small, Construct, Terrifying
    Claws (d4damage) 3 HP 0 armor
    Close
    Special Qualities: Darksight, Toxic mutant, Former human

    Beings that were once human, but have been mutated by exposure to radioactive, chemical or alchemist's magical waste into hideous, flesh-eating creatures that often prey on the homeless from underground lairs like sewers. Also known as C.H.U.D. When food is scarce C.H.U.D. can hibernate in their toxic mutation pools for long periods. They can not reproduce by normal methods. Instinct: Ambush

    • Consume
    • Devour
    • Gnaw
    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.
    Tweet
  • Idim Tarak - Dragon Angel Priest of Guldoon Group, Divine, Intelligent, Terrifying
    Divine Magic (d8+2 damage) 6 HP 2 armor
    Close, Ignores Armor, Far
    Special Qualities: Flying, Dragon Wings that are large and feathered like an Angel

    A hideously ugly priest of Guldoon with dragon wings that are big and feathered like an angel's. She is supremely devout and dedicated to resurrection of the great Guldoon. She also wields a vial that she believes is his blood and may be the source of her wings. Instinct: To Eliminate non believers

    • Worship Guldoon
    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.
    Tweet
  • Demon Ray Group, Huge, Organized
    spiked tail whip ([1d8] damage 1 piercing) 10 HP 1 armor
    Reach, close
    Special Qualities: Stealthy, nearly silent movement, difficult to spot in darkness, has neutral buoyancy in air, flight

    Shadowy charcoal grey creatures similar in shape to manta rays. Nearly 25-feet wing tip to tip. 12-feet snout to rear. 3-feet thick at its head tapering back to the rear. Two 12-feet long whip like tails ending in 6-inch long armor piercing razor sharp barbed spikes. It moves in stealthily in the darkest of night skimming the ground low enough to whip its barbed tail into unsuspecting prey. Most often hunts in pairs, as part of a larger hunting pack of a dozen or more rays. Instinct: to hunt prey and return it to the brood.

    • Impale prey, Charge or retreat in the stealth of night, Escape with its quarry.
    • calls nearby rays for help when immobilized or low on HP
    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.
    Tweet
  • Evil Vengeance Group, Intelligent, Terrifying
    Ragged Bone Blade (b[2d10+4] damage) 10 HP 5 armor
    Close, Forceful
    Special Qualities: Dreadful armor

    The leader of the Old Orcs. His armor is dreadful to look at because it is covered in skulls and body parts, from his enemies. His Sword is made from the thigh bone of a giant he slew in battle. Instinct: To Rule the Old Orcs

    • Challange someone to a duel
    • Strike terror by showing the dismembered body parts
    • Disarm the opponent
    • Break the opponents equipment
    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.
    Tweet
Previous
Next