• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • 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.
    Tweet
  • 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
    Tweet
  • 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.
    Tweet
  • Basidirond Solitary
    Club like stalks (d8 damage) 6 HP 0 armor
    Close

    The underground ecology can be quite strange and deceptive. Let us meet the basidirond. At first glance, it looks like a beautiful plant. Its central large flower is richly colored when the basidirond is satiated. Otherwise it dispels grayish hues. Beware of the flower: when it opens, it releases a myriad of invisible spores that are highly hallucinogenic to most mammals and reptiles. 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: Silently release invisible spores Implant spores into lungs

    • To feed on rich humanoid liquids
    • Implant spores into lungs
    • Grow
    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
  • Mind Flayer Lich Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder, Planar
    Bolt of Dark Energy (d10 damage) 12 HP 4 armor
    Close, Reach, Ignores Armor, Far

    Instinct: Destroy life

    • Devour the brain
    • Control mind
    • Unleash powerful spells of darkness
    • Bend the environment to his will
    • Travel through astral plane
    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
  • Pseudo-dragon Solitary, Tiny, Magical, Devious, Intelligent
    Tiny claws (w[2d6]-2, ignores armor) 6 HP 2 armor
    Hand
    Special Qualities: Sleep Stinger

    Brahil is the best monster handler around. He can get any beast you want. You will recognize him easily. He is always with this tiny dragon-like monster on his shoulder. This critter is more dangerous than it looks. I have seen it sting birds in plain sight with its long tail. This is a poisonous tail, you know. Brent, the carpenter's son, can testify it will put you into a death-like sleep. It also looks like the beast protects Brahil. There was this sorcerer who tried to spellbind Brahil without success. He left crying. Custom Move: When you are stung by a pseudo dragon, ROLL+CON. On a 10+, what a big mosquito! On a 7-9, choose 1: You do not fall sound asleep. You do not get -1 ongoing until you make camp. On a 6-, you fall into a death-like sleep. Instinct: Protect

    • Play games
    • Help
    • Scout
    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
  • Snake-Ram Solitary, Huge
    Ram-head charge ! (d10+7 damage) 24 HP 1 armor
    Reach, Forceful, Ignores Armor, Near

    Instinct: Constrict them or bury them!

    • Digging tunnels through earth and stone
    • Hide in the earth
    • Powerful head-ram charge
    • Constrict foe
    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
  • Githyanki Group, Stealthy, Magical, Planar, Construct, Smart
    Weapons (b[2d8] damage 2 piercing) 6 HP 4 armor
    Close
    Special Qualities: Spells, Psionic abilities

    From the Fiend Folio Instinct: Kill humans, kill ilithids, protect their goods

    • Cheating by manipulating the mind
    • Attack from the astral plane
    • Flanking enemy
    • Powerful spells
    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
  • Marid Solitary, Large, Intelligent, Hoarder, Planar
    Typhoon smash (d12+2 damage) 24 HP 0 armor
    Forceful, Near
    Special Qualities: Amphibious

    A marid is a genie of water, an elemental creature of the open seas. Capricious and vindictive, they respect no authority, and have little empathy for mortal beings. They are said to be the most powerful of geniekind, and they certainly act like they know it. Instinct: To be released from its prison

    • Weaver of water magic
    Tweet
  • Obsidian Bladeguard Solitary, Large, Construct
    Obsidian Sword, Axe or Spear attached to one arm (b[2d10+2] damage) 24 HP 3 armor
    Forceful, Reach
    Special Qualities: Not autonomous. Only a vessel carrying out the Obsidian Giants wishes

    Bladeguards do not usually attack adventurers on sight. Only those targeted by the Obsidian Giants need to worry. However, Bladeguards will defend themselves with lethal force. Instinct:

    • Charge the enemy, destroying everything in its path
    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
Previous
Next