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  • Dune Banshee Solitary, Magical, Terrifying
    Slicing sandy winds (d8 damage) 12 HP 0 armor
    Close, Near
    Special Qualities: Incorporeal, Undead

    The people who came to occupy the eastern shores learned from the survivors of Qirtaj that they absorbed into their own culture not to leave the dead in the sands of the desert. For the shades of those to whom no offerings were given to take them into the Underworld would linger, and those lingering among the dunes would be warped by that place. They yearn to bring their bones back to people who might lay them to rest, but they cannot affect the world as with hands. But long enough in the desert, and they may learn from it. Agonizingly, they howl a gust at the sands in which their marrow lies, rolling it dune by dune, carried as foam on the waves, over decades, back to their homeland. And when the bones arrive, so does the mad, twisted shade, a demon of sand and wind, its voice no longer able to make its final request. Instead, it can only shred skin with a scream. Instinct: to return its bones to civilization

    • Terrify with a mounrful, tormented scream
    • Summon a powerful gale with its howl
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  • Arms of Four Pair, Large, Profane, Intelligent, Planar, Terrifying
    Knock prone and rend with its tail [2d8+2] damage 1 piercing) 12 HP 3 armor
    Reach, Near
    Special Qualities: The twisted malignant protrusions of bone from flesh cause immense suffering to the Four Armed, suffering it is compelled to share. Only the most stout of heart can approach it willingly.

    The Arms of Four are twisted creations of suffering. Their only relief is to inflict pain on hapless travelers who venture too close to their nest. Mated pairs roam the rocky crags and vaulted ceilings of dark caverns pouncing and carrying away their prey. Once back to the nest a profane ritual indoctrinates the victim in the suffering of the Arms of Four, creating the next generations of foul monstrosities. Instinct: Feed on pain and suffering

    • Abduct and swiftly flee with the dying
    • Consume blood to renew its strength
    • Incapacitate by tearing and crushing limbs
    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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  • Dazzling Peacock Group, Large, Magical
    Peck (d8 damage 1 piercing) 10 HP 2 armor
    Special Qualities: Can flying

    Large peacock Instinct: To Lure

    • Hypnotize
    • Dazzle them
    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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  • Joe Average Horde, Divine, Devious, Organized, Intelligent
    Relentless Stare (d4+2 damage) 11 HP 2 armor
    Close, Far

    A mass of human(oid) beings. Bland faces, but with an expression of morbid curiosity. Regular, average clothes. They stare. Stare. Stare. Instinct: watch disaster and misery

    • It silently stares at you, sapping your life energy
    • When the Joe stares at you, roll +WIS. On a 10+, you notice its stare and are able to defend yourself. On a 7–9, you notice its stare too late and it hits you, but you can counterattack immediately.
    • When there are at least 5 Joes looking at the same situation, they telepathically call 1d10 more Joes that arrive within 1d6 minutes.
    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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  • Leonal Matriarch Group, Organized, Intelligent, Cautious, Hoarder
    Long Knife and shield (b[2d8+4] damage) 6 HP 2 armor
    Close, Forceful

    Leonals are humanoid folk with the faces of lions. They excel at craft and wear finely worked clothes of leather decorated with gemstones. Their flesh is sinewy and tight about their musculature and bones. They are furred in some places and bare in others. Their hunting parties prefer to take prey live back to their village, and interrogate any intelligent creatures that stray into their territory. The matriarchs of the hunting party are the anvil to the younger huntresses' hammer. They wear thicker leathers and carry stretched leather and bone shields to keep them safe from antlers, horns, and hooves, as well as the other dangers of the plains. Instinct: to capture live prey

    • Disable a limb with a powerful thrust
    • Summon the pack to encircle
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  • Young Leonal Hunter Group, Organized, Intelligent
    Spear and claw (d8+2 damage) 6 HP 0 armor
    Close, Reach

    Leonals are humanoid folk with the faces of lions. They excel at craft and wear finely worked clothes of leather decorated with gemstones. Their flesh is sinewy and tight about their musculature and bones. They are furred in some places and bare in others. Their hunting parties prefer to take prey live back to their village, and interrogate any intelligent creatures that stray into their territory. The younger leonesses skirt the hunting party, seeking errant prey to herd toward the main pack. Instinct: to capture live prey

    • Herd prey toward the hunting party
    • Charge into their flank once they're cornered
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  • Forest Bandit Group, Stealthy, Intelligent
    swords, bows (d8 damage) 6 HP 1 armor
    Close, Near

    Malnourished and wild, these humans have come to live in the wilds of Amara and are more vicious for it. They're humans, and what's more dangerous than a person with no reason. Instinct: kill anyone outside their group

    • attack together
    • throw dirt in the eyes
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  • Baron Solitary, Large, Divine, Intelligent
    Obsidian trident (b[2d10+6] damage 2 piercing) 18 HP 2 armor
    Forceful
    Special Qualities: extra arms

    Instinct:

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  • Grasshole Solitary, Huge, Stealthy
    Grassy tendrils and teeth (d10+5 damage 1 piercing) 20 HP 1 armor
    Close, Hand, Reach, Forceful
    Special Qualities: Camouflaged (Grass)

    The affectionately-named Grasshole is a creature that lives in grassy steppes and is an ambush predator that waits until a prey steps between its teeth, dragging them down to dissolve them away. Quite vicious and simple, really. Instinct: To feed

    • Drag prey into the depths
    • Blend in with surroundings
    • Dissolve its victims in its stomach
    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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  • Lunar Cultist Group, Stealthy, Organized, Intelligent, Hoarder
    Curved weapons (d8 damage) 6 HP 0 armor
    Close

    The beautiful sight of the moon enthrals many, but few become this corrupt. Peons bound by rite and power, they seek to corrupt institutions in their favour. Lyncanthropy is rife amongst their number, for they find the curse of the moon instead a blessing. Instinct: To corrupt and undermine

    • Channel the power of their patron moon
    • Reveal an illusory deception
    • Use secret signs to beckon forth comrades
    • Turn out to have been a lycanthrope all along
    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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