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  • Mimic Serpent Solitary, Large, Stealthy, Intelligent, Cautious, Hoarder
    Lunge (w[2d10] damage) 16 HP 1 armor
    Reach
    Special Qualities: Compact body, invertebrate

    A great serpent, akin to an eel. Enchanted by a sorcerer eons ago, their line has infected sewers all across the land, and their misleading tails are the bane of many adventurers. They hoard treasure not only as a defense mechanism to seem less conspicuous, but also as they consume objects of value for sustenance. Instinct: To hoard treasure

    • Dive into small bodies of water to conceal itself
    • Hide all but it's treasure chest tail below water
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  • Greater Water Elemental Solitary, Huge, Magical
    Titanic Strike (d10+9 damage) 33 HP 5 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Thunderously Raging Foamy Waves

    Most of you adventurers have already encountered some elementals along your journey. Ever wondered where they come from? Well, it's simple, really: all things have some sort of... spirit, if you like. Yes, even mountains and trees and rivers. But this thing? Nah, it never was from this plane of existence. This hideous titan is from beyond our world, representing an element in its purest, extraplanar form. My advice? Run. Instinct: To demonstrate the power of water

    • Strike with tidal power
    • Suffocating Grapple
    • Manipulate water in supernatural ways
    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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  • Duke Duncan Kane Solitary, Intelligent, Cautious, Terrifying
    Prosthetic (b[2d10+4] damage) 20 HP 4 armor
    Close, Forceful
    Special Qualities: A magical metal prosthetic, Marred face, scars, eyepatch

    The Iron Fist of Highollow is a powerful man of noble birth. He is unnaturally tall and wide, but built with exceptional musculature. His large, pudgy face is marred by scars and a patch over his right eye. His right arm has been replaced with a metal prosthetisis built by the finest craftmage of the land. Who knows what secrets this man and his augmentations hold? Instinct: To protect what is his

    • Crippling Blow
    • Re-form Prosthetic
    • Blast
    • Mince & Mash
    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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  • Wendigo Solitary, Terrifying
    Claw and bite (b[2d10+2] damage) 12 HP 0 armor
    Close
    Special Qualities: It's emaciated body forces intense feelings of revulsion and hunger in those who witness them.

    A spirit who dwells beneath the ice, the wendigo is a being of hunger who seeks to taste the flesh of man. It seeks a host, who must have already tasted the flesh of their kin in the past. The spirit intensifies these feelings, nurtures them, until it can meld with the body of the depraved and become a monster, who sees all others as future wendigos or future meals. Instinct: To consume human flesh

    • Force victims to cannibalism
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  • Ethrnu Solitary, Huge, Magical, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous
    Etherial Slash (d12+3 damage) 27 HP 5 armor
    Reach, Ignores Armor, Near
    Special Qualities: Crystalline form, Eldritch

    You're fairly sure this is a boss monster. A gigantic pillar of solid pink crystals with a light emenating from within, large as a house or bigger. It is constantly surrounded by two magical eyes which it defends itself with as shields. This is a god, and it does not treat intruders with kindness. Instinct: To consume

    • Infect an enemy with contagious crystals
    • Control crystallised ether
    • Teleport into/around extraplanar space
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  • Spider Queen Solitary, Huge, Organized, Intelligent, Hoarder, Terrifying
    Engorged Pincers (d10+5 damage) 20 HP 1 armor
    Reach
    Special Qualities: Giant webs, Spiderling children, Terrifying

    Giant Spiders have those whom they bow to, and a Spider Queen is one of those. Almost house-sized, these beasts strike terror into the hearts of any who see them. That is usually the last face they make, as they are encased in giant webs to be consumed by spiderlings later on. Instinct: To grow

    • Encase a foe entirely in webs
    • Summon spiderlings to occupy a target
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  • Runic sentinel Group, Cautious, Construct
    Runic staff (w[2d6] damage) 14 HP 6 armor
    Close, Reach, Ignores Armor
    Special Qualities: Inflicts debilities, repaired at runic alcoves

    Remnants of an ancient race, these stoic guardians protect long abandoned chambers and spew warnings in a forgotten tongue. Those who fail to follow their unintelligible protocols will be assaulted with runic staves that cripple, hex and impair those who do not flee from their sight. Any who defeat these ancient doormen will find that the curses inflicted upon them may leave the intruders unprepared for whatever dark secrets wait within... Instinct: To repel intruders

    • Scan rune keys
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  • Blackbog Gator Solitary, Large, Stealthy, Intelligent, Hoarder
    Gaping maw (d10+4 damage 2 piercing) 16 HP 2 armor
    Forceful
    Special Qualities: Amphibious, sense motion (near, only when underwater)

    An apex predator that can be centuries old, Blackbog gators are as devious as they are powerful. A single gator will demolish forests, ripping down smaller trees with brute force and clawing down larger ones over time. The resulting peat bogs become labyrinths of low islands surrounded by muddy black water through which the Gator prowls. The gator is sinister not just for its might, but also its cunning. The beast will leave a smattering of trees standing, not just because they host small wildlife that maintain its ecosystem and hygiene, but also as a trap. The blind hunter relies on vibrations in the water and from the roots of the trees. Adventurers cutting down trees to make shortcuts through the marsh might find that the just rang the dinner bell for a hungry gator. When hunting, the Gator is a greedy eater that prefers to not let a single victim escape. If a group of prey are detected it will pull them under one by one and ensnare them among the muddy roots that hold the bog together. Anything that survives the violent thrashing and escapes the water prison is usually too exhausted to flee before the Gator returns. A full gator will usually be satiated for up to three months... just long enough for its next prey to think the bog safe to travel. Any band of brave souls who can slay the beast before it flees into the murk may find a trove of undigested treasure in its cavernous belly. Instinct: To hunt

    • Thrash violently
    • Drag prey into the roots
    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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  • The Eviscerator Group, Magical, Divine, Organized, Intelligent, Cautious, Hoarder, Planar
    Cleave (b[2d10+6] damage 3 piercing) 12 HP 7 armor
    Close, Forceful, Near, Far
    Special Qualities: Immense Speed

    Instinct: To control

    • Cleave in two
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  • The Scion Group, Magical, Divine, Organized, Intelligent, Hoarder, Planar
    Astral Blast (b[2d10+4] damage 1 piercing) 12 HP 4 armor
    Close, Reach, Ignores Armor, Far
    Special Qualities: Future sight

    Instinct: To delete the unneccessary

    • Blast away reality
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