• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • Phantom Warrior Group, Stealthy, Magical, Intelligent, Construct, Amorphous
    Phantasmal weapons (b[2d8] damage 1 piercing) 13 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Illusory, Half-real

    "Only when I saw my enemy walk through all my defenses, untouchable as the moon in the sky, did I truly know what it is to be afraid." You would think that a purely illusory warrior would be nothing too frightening wouldn't you? But that's where you're wrong, for when the mind believes that it is hurt, then it is hurt, perhaps not as viciously as getting run through or severed in twain but the heart and brain can only take so much. Not to mention when magic is properly involved there is a semblance of reality, making it a dangerous opponent. Even those who have fully disbelieved such a threat can still feel the pangs of wounds that don't exist hurting them - just less so, magic you see. Now the other hard part is hurting something that isn't there... Instinct: To stymy and terrorise

    • Bypass solid obstacles
    • Feign reality
    • Inflict psychic wounds
    Tweet
  • Thawralnaar Group, Large, Magical
    Hoof and horn (d8 damage) 10 HP 2 armor
    Special Qualities: Immune to Fire, Immune to Cold

    A mated pair of massive oxen. Huge stamping feet and short, but no less dangerous, horns. Hide that looks like bronze brigandine. Heat radiating in waves from their bodies warping the air. A sudden snort unleashes a gout of fire that scorches the plants around them, except for the wine-colored leafy shrubs they were eating, deadly poison to humans. An overlarge insect bursts from the fire. The popping sound seems to delight the bull, an uncanny grin forming as stray flamelets wreathe his head. Instinct: to delight in torching things

    • Exude waves of debiitating heat
    • Snort a gout of spreading flame
    • Pin them with a hoof for proper charring
    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.
    Tweet
  • Charmer Man-Trap Solitary, Huge, Stealthy, Hoarder
    Shin-length spines (d8+3 damage) 20 HP 0 armor
    Close
    Special Qualities: Natural Camoflauge

    The Man-Trap waits for a solitary victim, perhaps an expeditionary party's scout, searching ahead for danger. But here lies not danger, but opportunity: a respite, a treasure, a lost child, companionship. The Man-Trap cannot offer details like speech or coin, but it is canny enough to search out the desires of those it preys upon, and once they have entered its maw, which is often camoflauged with the landscape surrounding, then the Man-Trap reveals its nature, as the ground moves and folds over upon itself, trapping the victim within. The body of the Man-Trap is root-like, though it can burrow to escape if endangered in the course of its meal, dragging the trap pod behind it through the earth. Instinct: to devour and collect treasure

    • Entrap someone in a spiny pod
    • Lure them in according to their desires and self-image
    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.
    Tweet
  • Fungal Coati Group, Small, Devious
    Spore slime ejection (w[2d4] damage) 6 HP 0 armor
    Near, Ignores Armor
    Special Qualities: Climbing

    A disgusting chimera formed by the changing rains that sweep across the lands. Somehow, this chimera seems to be stable enough to breed true, creating a new and disturbing species. The cranium, snout, back, and tail of this small, climbing mammal have been completely replaced with a spongy fungus that billows out from the animal, with a few fluted protrusions at the front and a lattice-like structure at the back. Spore-filled slime drips from the flutes and occasionally is projected by sneeze-like spasms. Infection with spores is fast acting and can range from a disgusting skin condition to a fatal organ corruption. These creatures are mysterious in nature and can be found engaging in a variety of activities with an unpredictable disposition to intruders. Instinct: to reproduce and spread

    • Shed a spore-filled slime onto the ground
    • Invade a slime-coated body with virulent fungal spores
    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.
    Tweet
  • Nordfolk Thug Horde, Organized, Cautious
    Short sword and shield (d6 damage) 3 HP 2 armor
    Close

    These nordfolk are the most common of their ilk. Farmers at home, they have traveled with their captains to raid other lands. They have some training with blade and shield, though, especially with forming a shield wall and taking opportunistic jabs through it. In Far Abscissa, they protect the slaver parties and the caravans bringing loot to the shores for return to the north. Instinct: to get their share

    • Stun someone with a blow to the head
    • Regroup and cover allies with shields
    Tweet
  • Warden Centaur Solitary, Magical, Intelligent
    A crescent runka (d10 damage 1 piercing) 12 HP 2 armor
    Reach
    Special Qualities: Excellent Tracking

    The wardens of the scarps were made by the magic of Qirtaj before a disaster destroyed that land. These beings are intelligent chimeric centaurs. They once inhabited Ma'Azili Enclave and patrolled the banks of the rivers to protect Qirtaj from monsters without. They have long since lost their Enclave and their purpose, but they wander the scarps still, warning travelers away from the cursed Qirtaj highlands to protect them from the secrets that sleep there. This one has the head of a cockatoo, an armored torso, a camel's hindbody, salamander-like forelimbs, a pair of goat's hindlegs, a boar's forelegs, and an iguana's tail. Instinct: to prevent passage into cursed lands

    • block a bottleneck with its body and armaments
    • create mirror images of itself to confound foes
    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.
    Tweet
  • Typhon Solitary, Huge, Magical, Divine, Organized, Intelligent, Planar, Terrifying
    One hundred snake heads with flaming fangs (b[2d12+9] damage 4 piercing) 26 HP 6 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities: Spits poison and fire from every orifice

    Typhon is a creature of pure power, resembling neither humans nor gods. His hundred snake heads breath poisonous fire, and his humanoid head burns with such anger that you cannot even look him in the eyes. His dragon-like wings allow him to move with remarkable speed for a being so large. With his partner Echidna, the immortal snake-woman, he is the father of many monstrous children, including multi-headed hellhounds Orthrus and Cerberus, the fearsome serpent Hydra, and the fire-breathing Chimera. Instinct: To seize power

    • To tear limb from limb
    • Breathe poisonous fire
    • Summon Echidna
    • Sense bonds and allegiances
    Tweet
  • Echidna Solitary, Huge, Divine, Organized, Planar, Terrifying
    Poisonous fangs (d12+7 damage 4 piercing) 26 HP 4 armor
    Reach, Far
    Special Qualities: Scales oozing like half-healed pustules

    Echidna is an immortal creature, half-woman and half-snake. Living deep within the caves, she prefers a life of isolation. Take care not to intrude on her space - she won't hesitate to kill to preserve her peace and quiet. With her partner Typhon, the hundred-headed serpentine horror, she is the mother of many monstrous children, including multi-headed hellhounds Orthrus and Cerberus, the fearsome serpent Hydra, and the fire-breathing Chimera. She lives only to protect her children. It's probably best not to get on her bad side. Instinct: To protect her family

    • Rip flesh from the bone
    • Summon her monstrous children
    • Sprout snake heads from wounds, healing completely
    Tweet
  • Calydonian Boar Solitary, Large, Divine, Magical, Intelligent, Construct
    Tusks (b[2d10+6] damage 4 piercing) 20 HP 1 armor
    Forceful, Ignores Armor, Near
    Special Qualities: Summon the strength of Artemis

    Born from the goddess Artemis's rage, the Calydonian Boar lives only to kill. Its strength is unmatched and its power is legendary. Many great heroes have died in its path. Instinct: To kill

    • Spear with its deadly tusks
    • Exhales searing lightning
    Tweet
  • Cerastes Solitary, Huge, Stealthy
    Fangs (b[2d12+3] damage 2 piercing) 20 HP 4 armor
    Reach, Far

    This vicious horned serpent hides in the sand, waiting to feed on anything that moves. From a distance, it can be hard to discern from any other serpent. If you can see its horns up close, it's already too late. Instinct: To feed

    • Bite with its poisonous fangs
    • Disappear into the sand
    Tweet
Previous
Next