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  • Bearded Devil Group, Stealthy
    (d8+2 damage) 6 HP 1 armor
    Close, Messy
    Special Qualities: Snakelike Beard, Dark Vision

    This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard. (5e SRD) Instinct: to serve the Archdevils

    • Strike with Poisoned 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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  • Death Worm Solitary, Huge, Terrifying, Amorphous
    A Deadly Bite (d12+7 damage 2 piercing) 23 HP 2 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: It has a five foot wide mouth filled with thousands of large razor sharp teeth

    The Death Worm is a 40 ft multicoloured worm with a deadly appetite. They are known to live both on Land and at sea. Revered as the living embodiment of the god Khor by some cults, they are an ancient species older than any known sentient being. It is unknown to what extent these monsters are able to think. They are opportunistic hunters, often lurking beneath the surface of the ground or seabed, ready to spring out and catch unsuspecting prey. It is rumored that the largest of these creatures are able to swallow a large ship whole. Instinct: Hungry

    • It lurks beneath the surface of the ground or seabed waiting for unsuspecting prey to pass.
    • It's blood is a thick brown substance, thought to be toxic
    • It's blood may or may not cause visions of the future if consumed
    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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  • Crawler, the demon centipede Solitary, Huge, Intelligent, Planar, Terrifying
    Mandibles (d10+7 damage 1 piercing) 20 HP 3 armor
    Reach, Forceful
    Special Qualities: Blind, Tremorsense, Scent, Demonic Resistance to Magic

    Crawler is a giant centipede from a demonic plane. It is as high as a horses back and many times as long. Its back covered in thick bone plates, that withstand all the weapons of man. It lost its sight as part of becoming a demon and only a terrifying bloody mass is left in the sockets. With large, strange looking antennas and sensitive forelegs it can sense the presence of other beings by their vibrations in the ground. The bone plates on head and back are in a dark brown and covered in disturbing demonic symbols that tell from its transformation. The sheer pleasure to kill and scent ability make it a perfect hunter for which it is usually summoned. The weaker belly is of a milky white, but it's hard to attack directly. It only willingly exposes it when rearing up to dive down on its prey, but who wants to get right under its terrifying mandibles? Attacking the back is useless without a mean to get in the narrow slits between the bone plates. Instinct: Killing

    • Rear up and dive down on your prey
    • Open little portals to summon a bunch (2d4) of small, fyling demons, that attack its enemies
    • Burrow
    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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  • Desecrator Solitary, Magical, Intelligent, Cautious
    Signature Weapon (b[2d12+2] damage 1 piercing) 20 HP 7 armor
    Close, Forceful

    The Racedis Arena Instinct: To gain power through glory

    • Put on a show
    • Absorb adoration for power
    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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  • Selkie Group, Stealthy, Devious, Intelligent
    Seal claws (d4 damage) 6 HP 1 armor
    Close
    Special Qualities: seal skin, underwater breath

    Selkies mean no harm - not intentionally. It may happen, however, that they simply forget about the needs of air-breathing land creatures when they invite them to have a refreshing swim in the deep waters. Instinct: to live a life of curiousity and joy

    • Shed her seal skin and leave the water
    • Swim with overpowering joy and forget about breathing for a while
    • Lure someone into the water
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  • Werewolf Group, Magical, Devious, Organized, Intelligent, Terrifying
    Savage claws and fangs (b[2d6+4] damage 2 piercing) 10 HP 4 armor
    Close, Forceful
    Special Qualities: Freeze the blood with a feral snarl

    Whether it be foul curse, communicable disease, or genetic disorder, this creature spends most of its life as a human. Perhaps it's completely unaware of what happens when the moonlight strikes it, or maybe it just pretends not to know. In either case, when struck by moonlight, the creature undergoes a terrifying transformation to become a feral, bloodthirsty wolf. Bigger than any natural wolf, and as smart as a man, the werewolf draws normal wolves to it like moths to a flame. A true terror of the night. Instinct: to devour the flesh of sentient creatures

    • Spread lycanthropy
    • Seize and shake like a ragdoll
    • Howl for the pack
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  • Spider-Worm Group, Stealthy
    mandibles (d10+2 damage) 6 HP 4 armor
    Close
    Special Qualities: squirts corrupted blood when wounded

    A dangerous species of cave-centipedes. Lures prey by hiding in the dark and in shallow water with only small, fluorescent, mushroom-like antennasm sticking out. Instinct: to protect the younglings

    • Roaming caves, breeding.
    • hide & deceive to ambush prey
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  • Ancient Paladin Invictus Solitary, Magical, Intelligent, Cautious
    Paladin Longsword (b[2d10] damage 1 piercing) 16 HP 6 armor
    Close

    A paladin of ancient times who served in the great war against the elves. Though resurrected by dark powers, his faith is strong. Instinct: to evangelize

    • Follow the code of Imperius, the Allfather
    • petition Imperius for Power
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  • Icestorm Virago Solitary, Magical, Stealthy, Devious, Intelligent, Planar
    Ray of icy power (d10 damage) 16 HP 4 armor
    Close, Reach, Ignores Armor, Far

    The Icestorm Virago is a strange being, possibly a remnant of the ancient Shi that once called Zerzura home, possibly a curiosity they had held captive that now roams free. She appears to be immune to the Song of Thorns, just as winter's chill cares not what thorns the thicket bears--and her influence on the forest helps keep the Song at bay. However, she is also wildly dangerous, and attracting her attention is as likely to hurt as help. Other ice-linked creatures, like the ice spiders and wendigo, seem drawn to her presence, while others simply benefit from the "protection" against the song of thorns. She seems to stick to a relatively limited territory in the deep forest, perhaps because the only part of Zerzura she can enter is ever-burning. Instinct: Freeze the living to add to her collection.

    • Summon a swirl of bitter arctic cold.
    • Calling simulacra of ice
    • Storm and ice heed her call
    • When her ice drains you, she profits.
    • She does not fear the Song of Thorns.
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  • Ethereal scavengers Horde, Small, Organized, Planar
    Acidic jowls (d6 damage 1 piercing) 3 HP 1 armor
    Close

    Instinct: to eat

    • Scurry off
    • Come back in greater numbers
    • Disappear into the ethereal plane
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