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  • Gargoyle Manhunter Solitary, Stealthy, Intelligent, Evasive
    Rocky Claws (d6 damage 2 piercing) 16 HP 3 armor
    Close
    Special Qualities: Flight, Darkvision

    The most skilled pursuers among gargoyles can quietly follow targets over great distances, constantly slipping into disguise as a rock, a statue or something else, until they finally close in on their target. Their damage die increases by one when ambushing. Instinct: To defend their lair

    • Stand perfectly still
    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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  • Oni Mage Commander Solitary, Large, Magical, Organized, Intelligent
    Heavy Assault Rifle (d10+2 damage 1 piercing) 16 HP 3 armor
    Near
    Special Qualities: Darkvision, Regenerate 1 per die roll unless subjected to fire or acid, Magical flight

    Oni Mages can be quite charismatic, and those who take advantage of that become commanders. With their booming voice and frightening presence, they tower over their minions as they yell out orders and commands. Instinct: To live a life of pleasure

    • Turn invisible
    • Conjure darkness, Change shape
    • Increases damage of allies by 3
    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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  • Daddy Dunc The Collector Solitary, Intelligent
    Mace/bat (d10+2 damage) 12 HP 1 armor
    Close, Forceful

    Instinct: To take prisoners

    • Collect slaves for The Stadium
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  • Corpse Viper Group, Large, Divine, Terrifying
    bite (b[2d8+2] damage 2 piercing) 12 HP 2 armor
    Special Qualities: undead amalgam of humanoid and serpent

    Instinct: to guard the brood

    • infect with necrotic poison
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  • Ghaloroth Solitary, Magical, Hoarder
    staff of striking (d10 damage) 12 HP 4 armor
    Close, Reach, Near

    Elven rogue sorcerer Instinct: to learn forbidden lore

    • Paralysis spell
    • power word stun
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  • Dire Squirrel Solitary, Stealthy, Hoarder
    Sudden and Unexpected Bite (d8 damage) 7 HP 0 Armor
    Close
    Special Qualities: Climb almost anything

    An invasive species to not just the Mystery Islands but also the mainlands. These giant squirrels can readily drive out other species if not kept in check. Unlike their smaller cousins, they are omnivores and consider some stock and small humans and halfings a tasty meal. Beyond constantly storing food for the winter, they also are attracted to shiny things. They have figured out that dried food of humans in their barns or persons (Rations!) will keep well for the winter, and will face danger to obtain it if they think they can. Their big buck teeth can make them look cute, but pack a hellauv punch. Like their smaller cousins they flee when hurt, but will come back to get what they want. On the mainland and Halflings home they have all but been eliminated. Instinct: Invade the space taking all the food driving out other species

    • Look cute and beg for food, before taking a chunk out of them
    • steal their shiny objects or food and runaway to bury it
    • Bark at them from up a tree or a from a distance driving all the predator animals in the party (dogs, cougars, hawks, etc) into chasing it.
    • Run away when hurt going some way you didn't expect only to return later to get what they wanted
    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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  • Silver Dolphins of the Mystery Islands Horde, Small, Organized, Intelligent
    Battering with their nose before taking a nip (d6 damage) 5 HP 1 armor
    Close
    Special Qualities: Jump from the water to avoid danger, Sonar lets them see through any conditions

    These curious beasts form pods that can be found around the Mystery Islands. The smallest dolphin the shallow waters, but probably the smartest and most troublesome. They have been known to help those drowning, but also have been known to steal stuff from them at the same time. Sometimes when bored, they like to "play". What is fun for them can be hurtful for others. They will work in groups to toss people and things around above the sea, battering them with their noses or against the rocks. They just thinking they are playing with each other. Instinct: Innately curious, see what those close to them are up to

    • Swim with remarkable speed and coordination with others of its kind, faster than you thought
    • Squeel and chirp to alert the rest of the pod
    • Group together to toss something or someone into the air
    • Turn on a dime
    • Jump from the water to avoid danger
    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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  • Soul-abandoned Butcher Group, Organized, Intelligent, Construct
    Stab (d8+4 damage) 14 HP 2 armor
    Close, Forceful
    Special Qualities: Unnatural strength

    The Soul-abandoned Butchers rise from the Black Cauldron for one purpose only. While they will focus on the enemies of the Cauldron's owner, they cannot go long without killing. They will even kill friendly soldiers and add them to their ranks if no enemies are available. The butchers retain the appearance and some of the knowledge of the person who was dumped into the Cauldron to make them. Thin illuminated green smoke encircles their bodies and their eyes leer hungrily at foe and ally alike. Instinct: Collect bodies for the Cauldron

    • Howl and charge as a group
    • Shriek to call another butcher
    • Ignore damage in order to grasp a victim
    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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  • Quickwood Solitary, Huge, Stealthy, Magical, Intelligent, Terrifying
    Trunk Maw (b[2d10+5] damage 2 piercing) 20 HP 1 armor
    Reach, Forceful
    Special Qualities: Ward 4 against magic, Immune to fire and electricity, Darkvision, Magical aura of menace

    Quickwoods are cousins of the treants, though they have developed carnivorous habbits to supplement themselves. This makes them much more active than the docile and occasionally downright sluggish treants, though that does not make them impatient. In fact, they make for terrifyingly efficient ambush hunters. Instinct: To hunt

    • Pull targets in with its long roots
    • Can view things from nearby trees
    • If it manages to completely absorb a spell, it gains +1 Ward against magic. It may release this magic to power is Terrifying tag
    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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  • Crag Linnorm Solitary, Gargantuan, Magical, Devious, Intelligent, Planar
    Venomous Bite (d8+7 damage 5 piercing) 24 HP 4 armor
    Reach, Forceful
    Special Qualities: Immune to curses, entangling, fire, posion, sleep, paralysis and mental manipulation, Can fly and swim, Regenerates 2 unless wounded with cold iron

    Crag linnorms are among the weakest of the linnorms. And yet still it is a giant, fire breathing serpent. Aggressive and temperamental, their solution to most of life's issues seem to be find the correct things to incinerate with a magma bath. Instinct: To rule its domain

    • Breathe a flood of magma for d12/d8 damage with the Fire Elemental and Ignore Armour tags
    • Curses an enemy with weakness to fire when defeated
    • Fiery venom causes the Sickened debility and a fire based version of Bleed
    • Can see through illusions, darkness and invisibility
    • Wraps enemies up in its long tail to crush 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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