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  • Leviathan Salamander Solitary, Huge
    Bite (w[2d10+3] damage) 20 HP 4 armor
    Reach, Ignores Armor, Near
    Special Qualities: Can self-sever its tail, squeeze into tight places.

    A gargantuan frilled salamander, a muddy red color with glowing neon red eyes. Instinct: Protect it's home, and provide ideal conditions for the growth of its food source.

    • Leaves a trail of slime that bioluminesces and superheat on command
    • Incapacitate and remove any troublemakers
    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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  • Sleeping Tree Fiend Solitary, Huge, Stealthy
    Grasp with branches (d10+3 damage) 20 HP 1 armor
    Reach

    The most ancient of trees that have survived in the twisted madness of places of power can slowly grow into a sleepy consciencness. This creature drifts towards the sources of great power to feed. Many a poor villager on the edge of great forests have gone looking for wood and ended up awaking one of these slumbering gaints turning them to Awakened Tree Fiends who rampage until at last they return to peaceful sleep. Beware carrying magical artifacts through the woods for you do not know if a tree will reach out and drain the power from it. Instinct: Feed on places of power

    • Grasp and drain passersby
    • Looks like any other tree
    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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  • Awakened Tree Fiend Solitary, Huge, Terrifying
    Branch/Root Stomp (d10+5 damage 3 piercing) 24 HP 1 armor
    Reach, Forceful, Messy
    Special Qualities: Scream in anger

    While most tree feinds shuffle to places of power while dreaming, if one is roused from its slumber the hatred for the world it now faces reverberates through the very air. Only once it has ventred its rage will it fall back into its endless slumber. Instinct: To destory

    • Rampage through the enviroment
    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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  • Kobold Ritualist Horde, Small, Stealthy, Intelligent, Organized, Magical
    Cone of dragon breath (d6 damage) 3 HP 1 armor
    Close, Near, Reach
    Special Qualities: Dragon Connection

    These ritualistic kobolds live to serve their dragonic masters, doing all in their power to further it's aims. A kobold that serves their master faithfully will be first awarded the magics and that pool will grow with their faithful service and the masters own power. Master: Black, Copper (Acid), Silver, White (Cold), Brass, Bronze, Gold, Red (Fire), Amethyst (Force), Blue (Lightning), Green (Poison), Emerald (Psychic), Crystal (Radiant), Sapphire (Thunder), Topaz (Necrotic), Instinct: Serve dragons

    • Lay a trap
    • Call on dragons or draconic allies
    • Awaken the enviroment
    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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  • Lesser Scions of the Great Old Ones Group, Devious, Intelligent, Terrifying
    Mouth Tentacles (d4+2 damage) 6 HP 0 armor
    Close
    Special Qualities: Telepathy , Horrid tentacles burst forth from what bloody remains are left of the humanoid's original jaw

    The cult of the Great Old Ones can infect even the most pious of communities. These lesser Scions are the first signs of such an infiltration. Often covering their gory visage with a hood of some kind, these minor abomination walk the streets revered and hated in equal measure by the god fearing members of the community. Instinct: To feed on the non-believers

    • Psychically stun all who can hear it's horrid screech!
    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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  • Zaralll the Flayed Solitary, Divine, Intelligent, Planar
    Soul Glaive (b[2d10+9] damage) 19 HP 1 armor
    Close, Reach, Ignores Armor
    Special Qualities: Regeneration, Herald of the Black Gate

    With the head of a hound and the arm of a horrid troll but the body of a normal man their are few that remember the origin of Zaralll the Flayed. All who encounter the bare bleeding meat of his flayed form fear what comes next. His ghostly Glaive glowing from within the shadow of the Black Gate. Instinct: To serve the Black Gate

    • Open the Black Gate
    • Reverse healing with a touch.
    • Flay a creature struck by his glaive
    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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  • Strike Group, Intelligent, Hoarder, Terrifying
    Chain and balls (b[2d8+2] damage 2 piercing) 10 HP 2 armor
    Close, Forceful
    Special Qualities: undead

    Instinct: Honor

    • Focus on an enemy
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  • Spettral pirat Group, Stealthy, Intelligent, Hoarder, Terrifying
    pirat's pistol (d8 damage 1 piercing) 6 HP 1 armor
    Close, Near
    Special Qualities: Spectral undead

    The spectral pirates are the crew of the ghost ship that can be seen every now and then on the horizon. They are not truly alive, but they are certly not dead. Instinct: honor

    • be terrible
    • attack after a diversion
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  • TABAN THE FIGHTER, (Borçlu adam) Solitary, Cautious
    Spiked gauntlet (d10+4 damage) 12 HP 4 armor
    Close, Forceful

    SPECIAL MOVE: -> Kendini savunmak, her tur bir hasarı yarım alabilir -> Göz dağı! Birisinin saldırısını savunmaz (No armor, take full damage) Rakip otomatik olarak hackslash -1 ongoing) -> Son çare, aşırı yaralı olduğunda vahşi bir saldırıda bulunur. 2 kişiye aynı anda saldırır Instinct: TO FIGHT

    • Kendini savunmak, her tur bir hasarı yarım alabilir
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  • The Director (Architect of Obedience) Group, Organized, Intelligent
    Ritual Implement or Disciplinary Strike (d8 damage 1 piercing) 16 HP 2 armor
    Close
    Special Qualities: The Director can erase short-term memory from any student who directly defies them., Players must Defy Danger (WIS) or lose the last few minutes of their actions, making it seem as if they never rebelled at all.

    "Discipline is the foundation of all greatness." "You should be grateful. It is a burden to remember." Class: Paladin Race: Human Instinct: To maintain the illusion of order and obedience

    • Suppress rebellious thoughts with a glance
    • Summon enforcers (faculty or brainwashed students) to restrain dissenters
    • Calmly justify cruelty as necessity
    • Activate a room’s hidden conditioning enchantments
    • Erase a single moment from a student’s mind to make them doubt their own memories
    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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