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  • Garog the Slayer Solitary, Large, Intelligent, Cautious, Construct, Amorphous
    Mace (d10+4 damage 2 piercing) 23 HP 5 armor
    Forceful
    Special Qualities: Stoneskin, as durable as a boulder

    Garog the Slayer was a champion of the slave pits of Menzoberranzan. This statue was built in honor of his achievement. When activated as a stone golem, the statue tries to incapacitate and capture its enemies in order to keep them in Purity Cave. Instinct: Confine creatures to Purity Cave

    • Block the way
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  • Shadowfang Wolf Solitary, Large, Magical
    Teeth (d10 damage 1 piercing) 16 HP 4 armor
    Near

    The Shadowfang Wolf is a guardian spirit of the ancient woods, bound to protect a mysterious stone altar. Its fur blends into the shadows, and its eyes glow with an eerie, spectral light. Legends say it was once the loyal companion of a powerful druid, now transformed into a supernatural guardian. The creature is fiercely territorial and will attack any intruders with relentless aggression. Beware its haunting howl, which can freeze the bravest warriors in their tracks. Disrupting the altar it guards might be the only way to weaken or banish this fearsome protector. Instinct: Territorial: The Shadowfang Wolf is fiercely protective of its territory, especially around the ancient stone altar it guards.

    • Spectral Pounce: Can phase through solid objects momentarily, allowing it to surprise its prey or evade attacks.
    • Haunting Howl: Unleashes a terrifying howl that disorients and frightens
    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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  • CCRV Bleeding Edge Solitary, Huge, Magical, Devious, Intelligent, Cautious, Hoarder, Construct, Amorphous
    Cannon fire (b[2d8+7] damage 3 piercing) 31 HP 7 armor
    Reach, Forceful, Near, Far
    Special Qualities: Can project a magical shield, Has rudimentary autopilot

    One of the CCRV (CORRA Conflict Resolution Vessel), Bleeding Edge is a warship that is armed with mundane and magical cannons, a magical shielding system, an arcane grappel (tractor beam), multiple mages and soldiers on board, as well as a rudimentary autopilot system. It is a threat that should not be trifled with, although they will try to resolve conflict through diplomacy before violence, unless appropriately provoked Instinct: Create or preserve value for the Corporation

    • Fire cannon bombard
    • Cast an appropriate wizard spell
    • Fire magical cannon salvo
    • Engage the arcane grappel
    • Engage the magical 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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  • Tremian Cloudcaller Solitary, Small, Stealthy, Magical, Devious, Intelligent, Hoarder
    Venom spur (change allegience/induce sleep) (d6 damage) 6 HP 0 armour
    Close, Ignores Armor, Near, Far
    Special Qualities: Can swim through clouds

    Tremians are halfling-sized platypus people, with a culture inspired by that of the Aztec/Maya/Inca civilizations. Cloudcallers summon and move the storms, allowing their allies to swim through paths to get to their targets. They can strike with lightning from any stormcloud, and can push back anyone that approaches them with a thunderclap All Tremians have venomous spurs that they can use in a pinch; these spurs have a range of different poisons depending on the family line. Instinct: Facilitate the Stormsurgers to push back intruders

    • Reshape the storm
    • Fake-out with cloud-paths
    • Strike with the storm
    • Push back with a thunderclap
    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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  • Tremian Stormsurger Group, Small, Stealthy, Devious, Intelligent, Hoarder
    Tremian macuahuitl (b[2d6] damage 2 piercing) 6 HP 0 armor
    Close
    Special Qualities: Can swim through clouds

    Tremians are halfling-sized platypus people, with a culture inspired by that of the Aztec/Maya/Inca civilizations. Stormsurgers sneak through the clouds, through the paths that Cloudcallers build for them. Like rogues, they go for the backstab and target the weakest of the group first. All Tremians have venomous spurs that they can use in a pinch; these spurs have a range of different poisons depending on the family line. Instinct: Eliminate threats to their way of life

    • Dart through a path
    • Deceive using clouds
    • Venom spur (swap allegience/double damage)
    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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  • High Weaver Solitary, Large, Magical, Divine, Devious, Intelligent, Hoarder, Terrifying
    Medallion of Dreams (b[2d8+2] damage) 16 HP 6 armor
    Ignores Armor, Near, Far
    Special Qualities: He has seen into the pit

    The charismatic mage unleashes his demonic power upon them. He is a mix of martial prowess and magic attacks that can literally make you loose your sanity. Instinct: To prevail

    • Unleash demonic powers
    • Summon Demon Prince power
    • Make them crazy with demonic powers
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  • Inquisitor Group, Large, Divine, Magical, Intelligent, Cautious
    Morningstar (b[2d8+4] damage 1 piercing) 10 HP 3 armor
    Near

    These are the enforcers of the Order, wielding both arcane and martial prowess to silence dissent and ensure obedience within the cult. They may have been former members of the Order who embraced the new teachings with ruthless enthusiasm. Instinct: to punish

    • Enforce obedience within the cult
    • Dominación mediante la magia "Imperio"
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  • Zealots Horde, Stealthy, Organized, Intelligent
    Fists (d4 damage) 3 HP 0 armor
    Close

    These are the most numerous Fanatics, their minds warped by the Order's twisted teachings. They blindly follow the High Weaver's commands, their fervor making them dangerous combatants, even if not the most skilled. Instinct: to obey

    • blindly follow the High Weaver's commands
    • Dirty fight tricks
    • Sound an alarm
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  • Kitchen Sink Solitary, Huge, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder, Planar, Construct, Terrifying, Amorphous
    TAKE HP (b[2d10+9] damage 4 piercing) 33 HP 8 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities: HP!, NOT ENOUGH HP, Ew, not enough HP

    This is a test monster to see what the maximums for the generator are. Instinct: ALL THE HPs!

    • Testing what happens if you throw everything but the kitchen sink at monster creation
    • More HP than you think probably
    • MOAR HP
    • YOU CAN"T KILL IT
    • NEED MOAR HP
    • THE ESSENCE OF HP
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  • Hundred-handed Nightmare Solitary, Huge, Magical, Intelligent, Planar, Terrifying
    Too Many Fists (d10+3 damage) 28 HP 3 armor
    Reach, Near
    Special Qualities: Unbreakable Arms, Disquietingly Large Number of Arms

    Who would have a nightmare about a creature with too many, unbreakable arms? The gansa, presumably. But do they have nightmares? Demonstrably, yes. Now who let this thing into our world, and why? Instinct: To arm

    • Cause Arms to Sprout on All That You Touch
    • Control All Arms In Your Presence
    • Grow Ever More Arms
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