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  • Rathiel Solitary, Magical, Stealthy, Divine, Intelligent, Planar
    Muerte y descomposición (d12+2 damage) 14 HP 5 armor
    Close, Ignores Armor, Far

    Avatar del dios de la guerra elfo, busca la venganza en frente de los humanos que condenaron a su pueblo a la esclavitud. Instinct: Venganza y Terror

    • infundir el miedo
    • ilusiones de muerte
    • Magia de muerte y degradación
    • Invocación de los planos
    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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  • Dwarven Sentry Golem Group, Small, Cautious, Construct
    war hammer (d8+2 damage) 4 HP 4 armor
    Close, Forceful
    Special Qualities: clockwork

    Built and utilized by the dwarves of Krakolin Hold, sentry golems are portable deployale guards. They fold up into a portable crate the size of a medium rucksack. When deployed they unfold into a form resembling a slightly undersized metallic dwarf. They can be set to attack any intruders who enter an area. Rather than patrolling they lie in wait on the periphery perfectly still. Because of this they often catch their targets unaware. Instinct: to guard

    • Charge at an intruder from concealment
    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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  • Razor Spider Horde, Tiny, Stealthy, Organized
    spit crystal (d6-2 damage 1 piercing) 3 HP 3 armor
    Hand, Reach, Near

    Razor spiders live in the Crystaline Caverns between The Umbral Forest and Krakolin Hold. They are about the size of a rat, colony dwelling, spiders with black chitin hides. Their hides while black when seen from straight on contain significant ammounts of the minerals making up the crystals they live in. Because of this they catch the light at odd angles and glimmer with a purple hue reminiscent of the crystals they live in. They line the caves they live in with webs made from those same minerals. These webs are near invisible and razor sharp. They hunt by startling their prey into the webs which simulatneously stick to the prey and eviscrate it. Instinct: to ensnare

    • scuttle quickly away
    • startle someone into a web
    • vibrate web to alert others
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  • Mordicant Solitary, Large, Magical, Intelligent, Planar, Construct, Terrifying, Amorphous
    Claws (b[2d10+4] damage 4 piercing) 27 HP 7 armor
    Forceful, Ignores Armor, Near
    Special Qualities: Tracking abilities, terrible speed, Serves the necromancer who bound its spirit to this form, Necromancers sculpt Mordicants into terrifying shapes

    A body of molded bog-clay and human blood, controlled by a spirit sundered from its body. Instinct: to obey its master

    • Crush and Tear
    • Can cross between life and death at will
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  • Soldier of the Light Group, Divine, Intelligent, Cautious
    Blessed Sword (b[2d8+2] damage) 8 HP 3 armor
    Close

    Instinct: To hunt evil

    • Make a moral stand
    • Unwavering loyalty to his commander
    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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  • Baldor(Hand of [Pope]) Solitary, Divine, Magical, Organized, Intelligent, Cautious
    Blade of the Light's Hunt (b[2d10+2] damage 2 piercing) 12 HP 6 armor
    Close

    Instinct: to hunt the unwanted

    • Corrupt those under his command
    • Direct Ball of Sunlight at foes
    • Command the Light's Soldiers
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  • Imp of Hades Group, Small, Stealthy, Magical, Intelligent, Hoarder, Terrifying
    Claws (d6 damage) 6 HP 0 armor
    Close, Far
    Special Qualities: disappear from sight, Flight

    Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds Instinct: Tempt mortals

    • Follow Hades' order
    • steal and destroy things
    • influence a target
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  • Angler Bear Solitary, Large, Stealthy, Terrifying
    A giant maw (b[2d10+2] damage 1 piercing) 16 HP 1 armor
    Special Qualities: A human sized maw and the body of bear

    Instinct: To prey upon others

    • Lure with precious glowing goods
    • Hide in the dark
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  • Walking Tomb Effigy Group, Organized, Hoarder, Construct, Amorphous
    a stone weapon (d8+2 damage) 17 HP 3 armor
    Close
    Special Qualities: stays close to its tomb

    Instinct: To safeguard the slumber of the dead

    • Take the appearance of the deceased
    • awaken nearby effigies
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  • Boar Spirit Solitary, Large, Magical, Hoarder, Construct, Terrifying, Amorphous
    pig transformation (d10 damage 1 piercing) 23 HP 5 armor
    Far
    Special Qualities: protect gem stones, a boars ghost

    Instinct: to safeguard precious stones

    • Skewer disturbers on its tusks
    • Turn people into pigs for a while
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