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  • Chimera youth Solitary, Large, Magical, Intelligent
    Claws, or venomous snake bites (d10+4 damage) 16 HP 0 armor
    Forceful

    A young Chimera is not to be underestimated. It’s lack of experience is made up for by an unpredictable nature. The goat head controls magical elements such as lightning and fire. The Lions head and body is incredibly strong even for its youth. The snakeheaded tail can strike with venomous fangs at impossible speed. Instinct: To protect its territory

    • Magical onslaught
    • Can call on magical bolts of lightning, or breath fire.
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  • Khaeros Solitary, Stealthy
    Powerful claws (d10+2 damage) 12 HP 0 armor
    Close, Forceful

    The jungles of Kreususandrea are not to be traveled alone. Any tree, any bush, any shadow could be a hiding spot for the black-scaled Khaeros, one Umral's most vicious hunters. A cat-like lizard nearly the size of a full-grown dwarf, it hunts from the shadows, only leaping when it is certain it can make a kill. Few survive an encounter with such a beast, and none escape unscathed. Instinct: To ambush

    • Drag something up into the trees
    • Leap suddenly from a hiding place
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  • Secret Stealer Solitary, Tiny, Magical, Intelligent, Hoarder, Amorphous, Incorporeal
    Riddles (1d4 -1) 3 HP 0 armor
    Hand

    A flame that floats in the night, but the secret Stealer glows with a soft golden light. The secret Stealer will appear, to those who fear a silent ear. Those who think there secret safe, have already sealed their fate. The secret Stealer knows them all, but one secret befall your call. Instinct: To devour knowledge

    • Appear to those who hide
    • Consume secrets
    • Trade knowledge
    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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  • Stone Golem Solitary, Huge, Intelligent
    Stone fists (b[2d12+5] damage) 20 HP 5 armor
    Reach, Forceful, Near

    A towering giant, entirely out of stone, an awakened mountainside. Called forth by an ancient elven sorcerer. Instinct: to smash

    • Obey its summoner
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  • Adult Sand Worm Solitary, Large
    razorglass teeth (d10+2 damage) 16 HP 1 armor
    Special Qualities: burrowing, heat generation

    The dunes shift revealing they are not, in fact, dunes but the coils of the sand worm. The sandy leathery hide emerges first, sliding out from the sand. Eventually the maw emerges, blind and ridged with teeth coated in glinting glass, sand melted in the heat of its innards and spat back out. Instinct: to lay waste

    • Lunge with snapping jaws
    • Heat the sand around it
    • Engulf whole
    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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  • Tangle of Juvenile Sand Worms Group, Small, Amorphous
    teeth (d8+2 damage) 9 HP 1 armor
    Close
    Special Qualities: Burrowing

    A knot of sand worms in the early stage of life. They split into individual worms to spread beneath the dunes, causing waves across the sand before coalescing to spring forth as a toothy snarl at the nearest living thing. Instinct: to consume meat

    • Create waves across the sand
    • Spring from the dunes
    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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  • Corvus Intelligent, Manipulative, Germophobic
    Sergical knife (d8 damage) 18 HP 2 armor
    Close
    Special Qualities: Batteries power special moves. Starts with 2x

    Senior member of the School of Divine Truth. Leader of the Doves. Seeks a world where humanity can live without the taint of magic and non-human races. Magic makes him ill - nauseas when close and vomits if touched. Using disguse of One God acolyte, intends to manipulate misguided "heroes" into opening the sancuary where the water ring is hidden, and planting the bomb secretly under their very noses. Instinct: Cleanse the world of dirty magic

    • Magical Surgery. If target is magical, roll Hack & Slash with INT instead of STR. 2d8 damage and creates battery from magic drained
    • A Gadget for Everything (roll + INT, uses 1 battery). You have just the gadget for the situation on hand in your bad of tricks. Eg. healing potion, skelton key, etc.
    • Shots Fired (d12, ignores armor, slow, uses 1 battery). Single shot gun. High recoil and slow to reload
    • Plant the Bomb (4d8 damage, ignores armor, large explosive radius, uses 1 battery). Anti magic bomb, designed to destroy the ring of water. Must be planted and remotely detonated. Slow to plant and slower to trigger
    • STATS: +2 Int, +1 Wis, +1 Cha, 0 Con, 0 Dex, -1 Str
    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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  • Hound of the Hunt Solitary, Large, Devious, Intelligent, Planar
    Savage Maw (d8+2 damage) 20 HP 2 armor

    Stories tell of an imposing beast whose fur raises into an impenetrable mane when aroused to its destructive ends. The Hound of the Hunt gazes out from shadowy places to watch and wait for the opportune time to pounce on the creature that it has been dispatched to devour. They have been rumored to kill a single being from a caravan of travelers and to stalk entire families across the known world and the wilds. Once one of these fell creatures has sunk its teeth into you there is no escaping the doom that has been placed on you. Instinct: to destroy the weak

    • Terrorize the Hunted
    • Mark of the Hunted
    • Gaze From the Shadows
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  • Fae wolf Group, Divine, Organized, Stealthy
    Bite (b[2d8] damage) 8 HP 1 armor
    Close

    The Fae wolves are one of the most common dangers of the wilds. Small packs will defend and hold large territories and if a traveler is lucky they run into only a single wolf and may be able to run or defend themselves if they are caught unaware. Stories say that if one of these beasts is found to be alone and in danger that they can summon the rest of their pack from great distances with a single howl. Instinct: To defend territory

    • Stalk and Strike
    • Eerie Howl
    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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  • Parasitic Horror Host Group, Stealthy, Divine, Devious, Planar, Terrifying
    Lashing out with razored tentacles (d6+4 damage 1 piercing) 8 HP 0 armor
    Close, Reach, Far
    Special Qualities: Its horrifying visage can stun the weak willed.

    Existing on a dark and foreboding plane, these parasitic horrors can't exist in the material plane without a mortal host. It's not known who the first host was or how they was infected, but it gave these horrors a glimpse into our world and allows them to propagate and devour. All that is seen of these creatures is their gnashing maw which fills their hosts chest, and their razor sharp tentacles, which they use to restrain their prey and carve strange symbols into their flesh. Once complete, the victim dies and their body becomes a host for a new parasitic horror which bursts through their torso. Instinct: To infect victims

    • Carve a portal into a victim to host one of its entities.
    • Surprises foes by mimicking a sick humanoid.
    • Grapple a potential new host.
    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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