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  • Kesseki the Kasa Obake Solitary, Small, Magical, Organized, Amorphous
    tongue lash (d8 damage) 15 HP 1 armor
    Close, Near

    A living 100 year old umbrella who work as the town enchanter. Seems to have a grudge against Kasa, the rock man and other enchanter in the town Instinct: to enchant

    • Frightens
    • Create other tsukumogami
    • summon other tsukumogami
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  • Kuchisake Onna Solitary, Stealthy, Terrifying
    Knife (d10 damage) 12 HP 0 armor
    Close
    Special Qualities: Her mouth is split from ear to ear

    A seemingly beautiful woman with a scarf covering the lower half of her face. Instinct: To seek validation

    • Scare
    • Appears human
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  • Clanky Brass Golem Group, Small, Construct
    Hammer and claw (d8+2 damage) 10 HP 3 armor
    Close, Forceful
    Special Qualities: Spiders that fix it in 1d20 hours,

    Alto como dos enanos, de placas de bronce abolladas y oxidadas en partes. En una mano lelva una gran masa y en la otra una tenaza. Parece estar hecho de chatarra reciclada y hace mucho ruido al moverse. Es lento pero fuerte. Instinct: To guard a location

    • Grapple, to spew nuts and bolts, Use a special tool or adaptation, built-in
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  • Stray Moose Solitary, Huge, Devious
    Wild Moose Chase (b[2d10+7] damage 2 piercing) 24 HP 5 armor
    Reach, Forceful

    This is a moose. I’m sorry it has to end this way. Instinct: to demonstrate supremacy

    • TPK: kill fast, eat grass
    • I’m so sorry.
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  • Analexis, the High Priestess Solitary, Medium, Divine, Devious, Magical
    Small Dagger (d4+1) 8 HP 0 armor
    Hand, Reach, Far

    Analexis is the former High Priestess of Coszcali's temple. She was excommunicated from the temple by the goddess when she was found to be using her magic to benefit a dark power. Analexis is powerful and still maintains her magic, much of it taking from the dark powers as their new source. Instinct: To finish the ritual by any means

    • Penitent
    • Cause Fear
    • Cure Light Wounds
    • Contagion
    • Divine Presence
    • Sanctuary
    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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  • Dryad Guardian Group, Huge, Magical, Intelligent, Cautious
    Fists or Spear (w[2d8+7] damage) 16 HP 3 armor
    Reach, Forceful, Far
    Special Qualities: Blends in with large trees

    The largest of the Dryads, reaching upwards of 15 to 20ft. in height, they act as sentries and first line of defense for the rest of their people. Instinct: To protect the forest and their homestead

    • Roars
    • Controls vines
    • Calls in reinforcements -- other Dryads, wild animals, or magical constructs
    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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  • Half-Dryad Solitary, Magical, Intelligent
    Spear or Bow (w[2d10] damage) 8 HP 2 armor
    Close, Reach, Far
    Special Qualities: Travels through trees

    The children of Dryads and non-Dryads, they're smaller than most Dryads but their skin is protected by a thick layer of bark, and their hair, if they have it, changes with the seasons. They prefer to avoid violence and will often set other magical creatures on their enemies before going into the fight themselves. They're vulnerable to fire. Instinct: To protect forest and homestead

    • Blends into the forest
    • Controls vines
    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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  • Golem Sentry Solitary, Large, Haphazard, Construct, Amorphous
    Fists (d8+2 damage 2 force) 23 HP 5 armor
    Forceful, Near
    Special Qualities: Magical Construct

    A dormant golem made from pieces of the surrounding ruins that magically activates when unauthorized trespassers come too close to the cavern entrance. It feels no pain and relies on pure, brute force to clear the area by any means possible. Instinct: Keep trespassers out

    • Smash
    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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  • Ilhui-Naiad Group, Magical, Devious, Organized, Intelligent
    Bite or Drowning (d6 damage) 6 HP 0 armor
    Close, Reach
    Special Qualities: Disappears in water

    Ilhuiquetzali Naiads generally keep to themselves unless bothered, but they are intrigued when other creatures come near. They're heavily attuned to the magic that circulates through the forest, and it can make their actions unpredictable when different types of magic are used around them. They have needle-like teeth that they will use when desperate. Instinct: To drag victims into the water

    • Bares teeth
    • Creates mist
    • Controls water to grab and drown victims
    • Beckons more Naiads
    • Retreats to water when injured
    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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  • Plated Sabre-Tooth Tiger Group, Large, Organized
    Claws or Bite (d8+4 damage 2 piercing) 14 HP 3 armor
    Forceful

    The Sabre-Tooth Tigers used by the Coszcali palace guards. They wear light, scaled armor and are well trained to try pushing trespassers from the palace instead of attacking on sight. If the trespassers don't leave or they attack on their own, the palace tigers will retaliate. Instinct: To guard the palace

    • Uses brute strength and intimidation to push trespassers out
    • Works in a team with any other palace sabre-tooths in the immediate area
    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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