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  • SporeSpider Solitary, Huge, Magical, Stealthy, Planar
    poison mandibles (d10+3 damage 1 piercing) 20 HP 4 armor
    Reach
    Special Qualities: spore spinnerets

    Made from a rare demonic cooperation between Lolth and Zzugtmoy, this abyssal beast can be summoned only by especially favored evil clerics of either deity. Instinct: to suck out goodness and infect with evil

    • shoot a web covered in spores
    • trap them in its hallucinogenic web
    • appear in a sudden spore cloud
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  • Gumbo the Skunk Ape Solitary
    fists (d10+4 damage) 12 HP 1 armor
    Close, Forceful

    Instinct: to defend the swamp and smash invaders

    • surround an enemy with its stench
    • smash human against rock or tree
    • hold human under water
    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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  • Mindless Leech Group, Terrifying
    Bloodletting claws (d8+4 damage 1 piercing) 6 HP 0 armor
    Close, Forceful
    Special Qualities: Variably grotesque anatomy, powerful sense of smell

    The Leviathans were not supposed exist. The Lamb was meant to be born pure and true by the worshipers of the Scarlet King. But a sinister curse birthing from and undercover sabotage mission caused the waters to run red and blood to flow from the Scarlet altars. And from the crimson tide, the Leviathans were born--pure white sea-monsters with exposed veins with the single instinct of rapidly breeding in a fit of desperation. A desperation that only the Diviners could successfully predict--to birth The Lamb. But not all things are perfect. You have to break a few eggs to make a perfect omelette, and those broken eggs manifest as the Leeches. Terrifying, grotesque creatures with a hunger for blood--and awareness. When they consume the blood of an intelligent creature, they gain some of their intelligence. This knowledge might be their native language, fighting style, or even their spellcasting abilities. Their capability to become so powerful just through hunting prey has caused some of the diviners to turn from organizing sacred rituals to controlling and taming the leeches, turning them mindless and only capable of acting according to their tamer's will. Instinct: to consume blood

    • Suck blood through their teeth
    • Expose the flesh of their prey
    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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  • The Hunter Solitary, Large, Intelligent, Construct, Stealthy
    Rifle (Far) (2d10+4 damage 1 piercing) 20 HP 3 armor
    Forceful, Messy, Precise
    Special Qualities: Camouflaged, Mechanical, Sniper

    A heavily modified soldier-type mechanical that optimised itself for hunting and became known simply as "The Hunter" after tracking down and dispatching everyone involved in its construction, purely out of resentment for its own creation. The warped mind was later recruited by others who need its services as a bounty hunter. Instinct: To Hunt the Runner

    • Hide itself in the environment
    • Fire a steam round (shotgun)
    • Attack from incredible distance
    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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  • Mothmen Horde, Small, Construct
    claws and wings (d6, 2 piercing) 6 HP 0-1 armor
    Close, Reach, Near
    Special Qualities: -to attack anyone on sight

    Like a moth to a human Result of twisted experiments. These mothmen had a life before, now aimlessly wandering in the forest looking to kill humans. Instinct: 'to tear someone, its dinner time'

    • Sharp talons and razor wing
    • Stealth af
    • ninja
    • can pick a human
    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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  • Baz-On-Koraf (Minotaur) Solitary, Large, Intelligent, Hoarder
    Dual-Axes (b[3w[3d10+4] damage 1 piercing) 20 HP 1 armor
    Forceful, Near

    Instinct: Destroy civilisation

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  • Obsidian Giant Solitary, Huge, Intelligent, Terrifying, Amorphous
    Obsidian (b[2d12+7] damage 2 piercing) 27 HP 6 armor
    Reach, Forceful, Ignores Armor, Near

    20' tall giant covered in a jungle of obsidian spikes.

    Instinct: Command the bladeguards telepathically

    • Charge and Destroy
    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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  • Star Trek Sevrin Solitary, Stealthy, Devious, Organized, Planar
    Sonic Blast (d8 damage) 12 HP 0 armor
    Ignore Armor
    Special Qualities: Charm as per spell

    "We turn our backs on confusion and seek the beginning." – Sevrin, 2269 ("The Way to Eden"; Star Trek TOS) Doctor Sevrin was a research engineer from the planet Tiburon, renowned in the fields of acoustics, electronics, and communications. He came to reject the modern technical society of the Federation and started the philosophical movement One ("Space Hippies"), in search of the mythical planet Eden. When he started his movement, he was dismissed from his post. He carries the disease synthococcus novae, which required him to remain in environmentally-controlled areas. His rejection of modern technology and his inability to leave technologically-regulated areas contributed to his insanity. His fatal illness has somehow given him the psionic power to charm (as per the spell) and create fatal sonic blasts. Instinct: Create insane plans

    • Summon Space Hippies
    • Babble
    • Channel inner Charles Manson
    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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  • Lord Zan-Rhâl (Death Knight) Solitary, Magical, Intelligent, Planar, Terrifying
    Dark Cursed Sword (b[2d10+4] damage 1 piercing) 12 HP 3 armor
    Close, Forceful, Ignores Armor, Near
    Special Qualities: Gaze of Terror

    Instinct: Resurrect his defunct wife

    • Aura of malevolence
    • Continuous fear radius
    • Call a Demon
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  • Flytrap, Giant Solitary, Large, Stealthy, Devious
    Strong digestive acid (d8+1 damage, ignores armor) 16 HP 2 armor
    Close, Reach
    Special Qualities: Hide in other fauna

    The early days of the settlement were not so easy. While the forest provided many goods, people and cattle disappeared under its leaves. The council sent four strong men with dogs to hunt down whatever was taking them. Less than two hours later, the dogs started to bark furiously. Then the rear man disappeared. When they gazed up, his legs were protruding out of a giant plant. Then a nearby pod engulfed a dog. By the time they destroyed the four pods and cut down the large, strong trunk, there was not much left of the rear-guard man. Custom Move: When you are captured in a flytrap pod, ROLL+STR. On a 10+, you get out rapidly. On a 7-9, you get slightly burnt by acid, choose 1: You do not lose your armor or one valuable item. You do not get disfigured nor take 1d10 Damage. On a 6-, you suffer both. Instinct: To dissolve prey

    • Engulf prey in a wink
    • Digest prey with acid
    • Attack with unused pods
    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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