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  • Rotbeast Boss Solitary, Huge, Cautious, Terrifying, Amorphous
    Hammer with sludge (d10+5 damage) 31 HP 4 armor
    Reach, Near
    Special Qualities: Undamageable other than weak spot , Horrifying visage

    Giant black bulging slime, with an engorged head at the top-front. Can throw slime, hammer with sludge arms, push people away that get too close. Pauses every so often to pump corruption into the heart of the island, weak spot on its back opens up at this point. Instinct: To corrupt

    • Sling slime
    • Hammer with sludge
    • Push away
    • Corrupt the heart
    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 Royal Blind Seer Jelly Toad Solitary, Tiny, Magical, Devious, Amorphous
    Inveterate Whip (d8-2 damage) 16 HP 5 armor
    Hand, Ignores Armor, Near

    The Royal Blind Seer Jelly Toad is a rare occurrence. The spawning of a Blind Seer Jelly Toad is infrequent due to the many atypical requirements barring their species from procreation. And further still, a Royal Jelly Toad suffers the magic element, an affliction with a 1 in 1000 chance for most elemental based species inhabiting the Quilt. If you are lucky enough to gain the companionship of this especially rare little creature, you will be blessed with the true sight of potential. Though the Royal Seer is without sight and possesses minimal scent glands; they can rely on their hearing and magic to predict the future movements of predators. This power becomes less reliable the more chaos filled their foe is. Royal Seers can blind their prey using their tensile limbs as well. If this situation befalls you, prepare for their slimy inveterate magic to seep into your eyes and rend you insane from the truths you are now aware of. Instinct: To reveal the true nature of its adversaries

    • The Royal Seer uses its magic to assess the true nature of its predators. Their element and abilities are laid to bare.
    • The Royal Seer attacks with a stretchy limb and wraps it around the victims face like a blindfold. If their prey is mentally weak and unattuned to the nature of inveterate, they will be driven temporarily mad.
    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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  • Honeybee Ambassador Solitary, Tiny
    Martial arts (d8 damage) 6 HP 2 armor
    Hand
    Special Qualities: flight, wall-walking

    A Honeybee Ambassador serves his Hive by maintaining relationships with other collectives and entities. As he spends much of his time away from home, an Ambassador is likely to be familiar with the customs and practices of other cultures. As Drones, Ambassadors are much larger than most Honeybees and are typically forbidden to carry weapons. They are, however, formidable opponents with their fists. Instinct: to treat with the world for the benefit of the Hive.

    • Surveys the social ecosystem and makes connections
    • Find a weakness in an opponent's logic
    • Demonstrate curative knowledge
    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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  • Dusk Wasp Templar Solitary, Tiny, Intelligent, Cautious, Planar
    Warhammer (b[2d10+2] damage) 12 HP 4 armor
    Hand, Forceful, Reach
    Special Qualities: flight, wall-walking

    Dusk Wasp Templars are frightening avatars of hatred and misery. Among the first to be pulled through the veil during an Infestation, Templars will hunt hives and nests for any surviving previous inhabitants. They hold knowledge of the dark rituals that can manifest their own somberly menacing nests in the ruins of other insects. Instinct: to corrupt.

    • Sow terror by appearance, word, and deed
    • Tear at the veil that separates this world from the Shadow Plane.
    • Disappear into shadows
    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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  • Dusk Wasp Scout Group, Tiny, Stealthy, Intelligent, Planar
    Short sword (b[2d8] damage) 6 HP 1 armor
    Hand, Forceful
    Special Qualities: flight, wall-walking

    The Dusk Wasp Scout seeks the nests of other insects and corrupts their nurseries, using the lifeforce of nascent insects to pull additional Dusk Wasps through the veil between the Shadow Plane and other worlds. They are large matte black vespids, are extremely difficult to see in the darkness, and are vicious hunters. Scouts typically vest themselves in dark plant fiber woven armor and carry obsidian-flake short swords. Instinct: to infiltrate.

    • Assess for structural and social weaknesses
    • Attack unseen from shadows
    • Tear at the border between this world and the Shadow Plane
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  • Honeybee Laborer Horde, Tiny, Organized, Intelligent
    Knife (d4 damage) 3 HP 0 armor
    Hand
    Special Qualities: flight, wall-walking

    The Honeybee Laborer is accustomed to working within the Hive, specializing in some area of honey and pollen storage and processing. She may be a baker, brewer, carpenter, porter, wax carver, etc. Garbed in her workers clothes and often armed with naught but a simple knife, the Laborer is better suited for her trade than combat. Instinct: to protect the Colony.

    • Work alongside her sisters to accomplish surprising accomplishments
    • Stand strong alongside her sisters
    • Use her mobility to her advantage
    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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  • Honeybee Dragoon Group, Tiny, Organized, Intelligent
    Lance (d8 damage 1 piercing) 6 HP 2 armor
    Hand, Reach
    Special Qualities: flight, wall-walking

    A proud warrior woman who serves her Hive by protecting her Sisters and Elder Mother. She dons wax-scale armor, wields a pine needle lance, and is known to charge in formation with her spear-sisters. Fiercely loyal and cognizant of how close she is to the end of her life cycle, a Dragoon will give her life before she allows harm to come to the next generation of her sisters. Instinct: to defend the Hive.

    • Charge in flying with lance held forward
    • Call on her sisters to avenge a blow against her
    • Use mobility to her advantage
    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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  • Josephus Blackadder Solitary, Magical, Cautious, Intelligent
    Air magic (b[2d10] damage 3 piercing) 18 HP 7 armor
    Close, Reach, Near, Far
    Special Qualities: Can transfer health to self, Shielded by battlemage

    An ancient elf about as old as they get. But don't let that fool you, he hasn't lost a single step. A powerful mage who's kept alive and in power for a reason. He's tough, he's smart, and he really likes being alive. Instinct:

    • Devastating magical attacks
    • Can use air and blood magic
    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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  • Elder Order Shade Horde, Devious, Organized
    Honed crystalline claws (b[2d4+1] damage 1 piercing) 11 HP 2 armor
    Close, Forceful

    Those poor souls who, willingly or not, were left in the chamber with Al-Sherbhal when the seal was placed upon the inner sanctum of the temple. Some were likely already corrupted then; others were almost surely there knowing that their eternal sacrifice would save the world from the law-madness of the "Lord of Chaos." So thoroughly law-choked, they must crack their own crystals to move, making an eerily pretty sound were it not for the menace in their unmoving, faceted eyes. Beware their claws--Al-Sherbhal's "law" knows no mercy and no forgiveness for the "sin" of mortal choice, of freedom, of joy outside the strictures of the Divine Plan. Instinct: Destroy disobedience

    • Serve its master, the
    • The compulsion of law's touch is strong
    • An injured shade may call on others to join
    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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  • Al-Sherbhal, the Lord of Chaos Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar, Terrifying, Amorphous
    A fiery swift sword (b[2d10+6] damage 3 piercing) 29 HP 5 armor
    Forceful, Ignores Armor
    Special Qualities: Its gaze can strike fear.

    Once, Al-Sherbhal was known as a dedicated Servant, who knew the value of mercy in tempering the sharp edge of justice. Once, Heart-Keeper knew that the destruction of what should not be, of evil, was a lesser thing than the conversion of that evil into good. Once, this was a shining beacon of the good that order can bring. Once. Now, Al-Sherbhal is a wounded, broken thing, a danger to all mortal life. Weak from centuries of imprisonment and enraged at the "betrayal" of mortal-kind, the "Lord of Chaos" has vowed to cleanse the world of all disobedience and disorder, no matter the cost. Woe betide us, should the Lord of Chaos rule. Instinct: To pass judgment

    • Bind with laws and rules
    • The silver tongue of a fallen angel is mighty indeed
    • Hieromancy: the magic of rules
    • Its touch infects others with the order-crystals
    • It was a Servant, and still holds a bit of the power of Creation.
    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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