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  • Orcus, Prince of Undeath Solitary, Huge, Magical, Stealthy, Planar, Demon lord
    Wand (w[2d12+3] damage) 26 HP 4 armor
    Reach, Far

    Orcus is the Demon Lord of undeath. It summons skeletal and ghoulish minions to defend its layer. His most prized possession is his wand of death. He is able to use powerful spells to take out many foes. Instinct: Raise the Dead

    • Wand of Death
    • Summon Skeletons
    • Death Touch
    • Death finger (d20+5)
    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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  • Reinhart Solitary, Magical, Intelligent, Cautious
    Demonic Slash (b[2d10+4] damage 1 piercing) 20 HP 4 armor
    Close, Forceful, Near

    A human with horns, who fights the fiends in this world. He stands vigilant, wielding a blade carved from the horn of a Cornugon and armed with stolen powers, from those he now fights with all his might. Instinct: To destroy demons

    • Use stolen demonic powers
    • Create a ring of hellfire
    • Dismiss demonic possession
    • Survive a killing blow
    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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  • Carver (DRAFT) Group, Magical, Stealthy, Devious, Planar
    (d6 damage) 6 HP 4 armor
    Close, Reach

    Instinct: To erase record of its presence.

    • A servant of the undergod Robigus, carvers its eight arms to scrape away at the truth of the world.
    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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  • Balor (Fire Demon) Solitary, Huge, Magical, Divine, Planar, Terrifying, Demon
    Lightning Sword (b[3d10+7] damage 2 piercing) 24 HP 3 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Flaming Aura

    The Balor is a strong Demonic Engine. This demon’s tactics include using it’s flame whip to drag its foes closer and then, Slay them with it’s lightning sword. The Balor is immune to all fire attacks. It gains some resistance to electrical damage but will not be able to fly until well rested. Once a Balor is defeated it explodes with a firery aura. Instinct: Destroy

    • Flame Whip
    • Lightning Swrod
    • Teleport
    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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  • Pit Fiend Solitary, Large, Stealthy, Divine, Magical, Planar, Devil
    Mace (b[2d8+2] damage 2 piercing) 20 HP 3 armor
    Forceful, Near
    Special Qualities: Regenerate 2 hp after it’s attack

    Pit Fiends are generals of Hell. One of the strongest Devils, below the Arch Dukes. They can be summoned through way of rituals and openings of Hell Gates. Instinct: Lead armies of Devils

    • Mace
    • Regenerate
    • Fire ball
    • Summon lemures/ imps (4hp ea.)
    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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  • Warduke Horde, Intelligent, Cautious
    Sword (b[2d6+4] damage) 20 HP 4 armor
    Close, Forceful

    This powerful human is geared in heavy leather armor and a helmet. Beneath the helmet lies fiery red eyes of anger. He commands many legions to conquer settlements and villages. The Warduke will fight along side his allies with it’s sword and massive shield. It’s sword can give off a flaming aura. He has some magical resistance from lower level spells. Instinct: Command War

    • Flamesword
    • Infernal Shield
    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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  • Mecha-insect Group, Construct, Amorphous
    sting (d8+2 damage 2 piercing) 17 HP 3 armor
    Close, Near
    Special Qualities: to guard

    The mecha-insects were designed to guard the halls and chambers of the Black Arm. They appear similar to various insects: mosquitos, centipedes, wasps ... but larger, and stranger, and more vicious. Instinct: to guard, to the death

    • Skitter or fly
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  • Manifested Umbral Spirit Solitary, Large, Stealthy, Magical, Intelligent, Planar, Terrifying
    Razor-edged claws (d10+2 damage 1 piercing) 20 HP 1 armor
    Special Qualities: Smoky form

    Umbral spirits are fell creatures, feeding on the misfortune of others. Luckily they are mostly ephemeral, and they fear the sun - physically and metaphysically. Strong positive emotions can be used to ward them away even, as such they lurk in ancient ruins underground waiting for their prey. But usually they are not too much of a threat if you're properly prepared.... but if one manifests fully, drawing upon stolen power and something to manifest within (flesh or matter of a less organic variety will suffice, it is said) then that's a different story. Supposedly their old weaknesses will still apply but my best advice for encounter such fell things is... don't. Instinct: To Feed and Toy

    • Inflict misfortune and calamity
    • Vanish into the shadows
    • Drain energy, heat, and light
    • Possess the living or dead
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  • Deranged Chef Solitary, Intelligent
    meat cleaver (d10+2 damage 1 piercing) 16 HP 1 armor
    Close

    "I spent 72 hours simmering these root vegetables. If you disturb them, it will only take me 72 seconds to sever both your thumbs as revenge." Instinct: to prepare haute cuisine

    • Violently insist on culinary perfection
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  • Skeletons Horde, Amorphous
    old weapons or skeletal limbs (d6 damage) 6 HP 1 armor
    Close

    "Beware old bones when you loot graveyards 'n crypts. You'll never know when foul necromancy has infused them With the will to destroy interlopers. They attack relentlessly, but use a Club and they stay Down. I use a fighter, or a cleric. Don't og robbing crypts alone!" -- A tomb robber making talk at a roadside inn Instinct: Attack the living with a resemblance of a life once lived

    • Assemble forth from various bones
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