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  • Ginny Dientesverdes Solitaria, Mágica, Sigilosa, Inteligente, Cuidadosa, Botín, Aterradora, Amorfa
    Garras y tijeras (d10 damage 1 piercing) 23 HP 6 armadura
    Toque, Ignora armadura, Cerca
    Special Qualities: No tiene huesos y su piel es tan elástica que no puede ser cortada, Una horrible anciana hecha de limo apestoso

    Ginny Dientesverdes es una horrible bruja de los pantanos cuyo cuerpo se deforma como el propio limo. Es capaz de utilizar el barro para atacar y usa unas tijeras malditas que penetran cualquier armadura. Suele esconderse en piscinas de agua o descender desde los árboles para atacar por sorpresa. Instinct: Devorar personas en su pozo.

    • Moverse serpentinamente y sin huesos
    • Se esconde en el agua y no es posible encontrarla
    • Hechizos basados en agua y lodo
    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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  • Valoor Group, Small, Divine, Intelligent, Planar
    Slashing tail (w[2d10+4] damage 1 piercing) 6 HP 4 armor
    Close

    This heavenly dog-like creature is a lesser angel of Celestia. They serve to the Strenght Angels and usually gives to the living the courage they need to perform the important actions. This beasts appear in combat to assist others, but they can be a dangerous enemie, because nothing makes you more likely to die that the lack of courage in the middle of the battlefield. Instinct: To direct the actions of the living

    • Inspire someone to act recklessly
    • Magically affect a target with courage or lack of it.
    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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  • Crystal Gem - Quartz Group, Intelligent, Hoarder, Planar
    energy ray (b[2d10+2] damage 1 piercing) 10 HP 5 armor
    Close, Forceful, Near
    Special Qualities: rock body, vulnerable to vibrations or sonic damage

    A special defender of the Elemental Plane of Earth. Once a warrior, this mortal absorb a Crystal Gem and now has a supernatural resistance and a set of abilities based on his gem. If killed, his body returns to normal and the Crystal Gem jumps out, searching for a new host. Instinct: To contain volatile energy

    • Transform bodyparts into crystal weapons
    • Absorb energy or magic rays (and posibly redirect it)
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  • Moder - Child of The Moon Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Construct, Terrifying
    Run and Hoove (b[2d10+5] damage, bludgeoning) 30 HP 4 armor
    Reach
    Special Qualities: telephaty, comprehend languages, psychic immunity, won't target Mithral Elves

    And ancient experiment from the Equinox Court of Arcadia, the Exilied Elves. Appears as a gigantic, elk-like monster with a skeletal head that resembles a human torso topped with antlers in place of legs, a pair of human-like hands and a pair of bright yellow eyes where the crotch should be. Gigantic spikes protude along his spine, and its body is overgrown with plant-like matter. Moder is said to be a demigod, but it's actually a magical mutant capable of transform pain and worship into magical power. They stalks and marks would-devotees, plaguing them with guilt-ridden dreams that cause the victim to either submit to his promise of eternal life, or else be sacrificed for their defiance. Once marked, through dreams or in combat, the target is given a terrible choice: worship Moder, or die at his hands. In exchange for worship, Moder grants his devotees inmortality. However, his gift carries a cruel twist:his followers can not die by natural means, but do so while continuing to age. This means those of his acolytes who persist throughout the centuries, become little more than desiccated and mummified husks, cared for by newer and younger followers. Instinct: to subdue someone into a cult

    • Mark a possible target, preferably someone with emotional pain
    • Create hallucinations and traps
    • Cast a Feeric Spell (enchantments, illusions and protections)
    • turn a marked target into a cultist slave
    • Offer inmortality in exchange for worship
    • Inflict damage to a marked creature, ignoring any resistance or armor
    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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  • Goosdra Solitary, Small, Terrifying
    Spit, bite (d10 damage 1 piercing) 16 HP 0 armor
    Close, Ignores Armor
    Special Qualities: Multi head goose

    A large white goose with anger burning through its veins and multiple heads that hiss acid Instinct: Destroy

    • Acid hiss
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  • Fear Demon Solitary, Large, Stealthy, Magical, Devious, Intelligent, Planar
    psychic ray (b[2d10] damage 1 piercing) 20 HP 3 armor
    Ignores Armor, Far
    Special Qualities: levitates, talks telephaticly

    Imagine, if you will, the most basic impulses possessed by mankind. Rage? Hunger? Perhaps the most primal is fear. Even the youngest of us understands this concept, and the raw power of it drives almost all else. A demon that preys upon fear is not the most sophisticated sort of creature. They mimic forms they see in the nightmares of mortals, hoping to elicit the response they crave. Some of these demons, however, stumble upon terrors that are much more deeply rooted: fears of the future, of chaos and disorder, of failure. This sort of demon develops a far more refined palate, attacking the psyche of their target rather than seeking a simple scare. Instinct: feed of the fear

    • Make a nightmare or some deep fear come true.
    • Paralize target in a spiderweb
    • abbysal magic, Infernal Contracts
    • induce a new fear
    • call an existent Contract or persuade someone to create a new one
    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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  • Black Choir Bard Group, Stealthy, Magical, Intelligent
    Painful Cord (b[d4) damage) 3 HP 1 armor
    Close, Ignores Armor, Near

    Instinct: To take with guile and glamour

    • Hide in plain sight
    • Warp sound to your advantage
    • Creat illusions with the magic of sound
    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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  • Dómina Azul Solitaria, Magia, Inteligente, Cuidadosa
    Relámpago fulgurante 2d4 (b[2d10] damage) 16 HP 2 armadura
    Cerca, Ignora armadura, Lejos
    Special Qualities: Puede volver con Hilo Dorado

    Dómina Azul es una náyade tejedora, esposa de Dómine Rojo, que fue arrastrada a mantener la guerra desde pequeña sin conocer nada más. Tiene unos 70 años y unos ojos negro azabache. Instinct: Propagar la guerra eterna

    • Utilizar poderes de Tejedora
    • Tejido de destrucción 2d8
    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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  • Dómine Rojo Solitario, Sigiloso, Divino, Mágico, Retorcido, Inteligente, Cauteloso
    Armas de cristal (d8+4 damage 2 piercing) 14 HP 2 Armadura
    Cerca

    Dómine Rojo, señor de la Fortaleza Roja. Este clérigo de la Adivinación es pagado por El Consorcio para continuar una guerra sin fin. No cesará ante nada porque no conoce otra forma de vida. Instinct: Propagar la guerra eterna.

    • Predecir todos tus movimientos
    • Encantorio, confunde uno de tus sentidos
    • Puede Volar y utilizar Vitral
    • Utiliza terribles conjuros para adelantarse a tus movimientos.
    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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  • Deep Desert Hyena Horde, Small, Stealthy, Organized, Terrifying
    The jaws that bite, the claws that catch (d6+4 damage 1 piercing) 7 HP 1 armor
    Close, Forceful
    Special Qualities: The stench, the wicked stench!

    The howling, haunting laugh, the foulest stench, the fur matted like leather. These are the deep desert hyena. Whether the product of Genie-Rajah manipulation, Waziri experiment, or something darker still, there is a twist of dark magic to them, which makes them vicious and dangerous even more than ordinary hyenas--and they are smart enough to work together on their prey. Instinct: To hunt and savage

    • Stalk the desert wastes
    • Pretending injury to draw prey closer
    • Two jaws bite harder than one (makes damage best-of-2)
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