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  • Gazelle, Rey de las bestias fantasmas Group, Magical, Stealthy, Devious, Organized, Intelligent, Construct
    Garras (b[2d6] damage 1 piercing) 10 HP 4 armor
    Close, Ignores Armor

    Gazelle es considerado el Rey de las bestias fantasmas, sí bien no es el más fuerte físicamente, es el más diestro e inteligente del grupo de las bestias fantasmas, además de poseer la habilidad de Fusionarse con las demás bestias fantasmas. Instinct: Supervivencia

    • Cazar
    • Puede hablar
    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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  • Leach Solitary, Stealthy, Intelligent
    Prehensile tongue (d10 damage 1 piercing) 12 HP 0 armor
    Close, Near

    Appearing to be an unremarkable individual from any of the civilised peoples, the leach infiltrates a settlement and finds a way to feed off of the inhabitants. It's face opens to release it's tongue but can be reshaped as it closes to change it's facial features. Unable to speak physically it communicates psychically, using this power to confuse it's prey and better hide in plain sight. Instinct: Feed

    • The leach appears to be human until it's face open and it's long and thick prehensile tongue shoots forward, it's own teeth clamping down and piercing the flesh of its victim
    • It can change it's features to appear like different individuals
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  • Web Weaver Group, Tiny, Devious
    Sticky thread (b[2d4-2] damage) 6 HP 4 armor
    Hand, Ignores Armor, Near, Far

    Driven by hunger, the Web Weaver traps prey in its webs before devouring them whole, web and all. Instinct: To catch a prey

    • Weave a web in the dark to catch it's next meal
    • Snare them with a net
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  • Scuttling Swarm Horde, Tiny, Devious, Organized
    Bite and sting all together (b[2d4-2] damage) 3 HP 0 armor
    Hand, Ignores Armor

    Tiny white spiders that move in large groups, covering vast distances in a short amount of time. Driven by a primal instinct to consume anything organic, the Scuttling Swarm devours everything in its path to vanish through cracks and holes to their secret nests inside walls and deep caves. Instinct: to devour everything in its path

    • Overwhelm its prey with sheer numbers
    • Suffocate a prey by denying breathing
    • It makes the victim of sting make the spider dance calling more spiders
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  • Zaxus, First Mate Solitary, Magical, Intelligent, Cautious
    Magic blast/gunshot (d10 damage 1 piercing) 16 HP 3 armor
    Close, Near

    Zaxus isn't exactly what you'd call loyal, he understands he can't spend ill-gotten gains if he's dead. But that doesn't make him any less fearsome an opponent. Instinct: to protect his captain

    • Protection magic
    • Defensive spells
    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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  • Gelatinous Cube of {Random element} Solitary, Large, Stealthy, Magical, Devious, Amorphous
    Engulf (d8 damage) 19 HP 1 armor
    Ignores Armor
    Special Qualities: See without eyes, hear without ears

    How many adventurers’ last thoughts were “strange, this tunnel seems cleaner than most?” Too many, and all because of this transparent menace. A great acidic blob that expands to fill a small chamber or corridor and then slides, ever so slowly along, eating everything in its path. It cannot eat stone or metal and will often have them floating in its jelly mass. Blech. Instinct: to Dissolve

    • Occupy unexpected spaces
    • So transparent you can just walk in unknowingly
    • Make a special action related to its random element
    • Roll over on them
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  • Rock Golem Group, Large, Magical, Construct, Amorphous
    Crushing fists (d8+4 damage 2 piercing) 21 HP 5 armor
    Forceful, Reach, Ignores Armor, Near
    Special Qualities: Immune to normal weapons, vulnerable to explosions.

    Rock Golems are hulking constructs of earth and stone, animated by powerful magic. They are slow and ponderous, but their immense strength and resilience make them formidable foes. Rock Golems are often found in mountainous regions or buried deep within the earth, where they guard ancient secrets or patrol the territories of their creators. Instinct: To smash and tear

    • Pass as a rock
    • Cause a terrible earth tremor
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  • Tentacled Oracle Solitary, Huge, Magical, Intelligent, Hoarder, Planar, Construct, Amorphous
    Ensnaring and constricting (d12+5 damage 1 piercing) 27 HP 5 armor
    Reach, Ignores Armor, Near
    Special Qualities: Tentecles, Immune to poisons and diseases.

    A single, glistening tentacle unfurls from the shadows of the mausoleum, its tip adorned with an unblinking, pupil-less eye that seems to pierce the very soul. Instinct: Preserve its knowledge and influence

    • Communicate telepathically with those who enter its tomb, sharing cryptic insights and ancient wisdom.
    • Bombards intruders with overwhelming knowledge, causing confusion and disorientation.
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  • Luminous Lichen Horde, Huge, Stealthy, Magical, Devious, Planar, Amorphous
    Spores (d4+3 damage) 22 HP 1 armor
    Reach, Ignores Armor
    Special Qualities: Very slow digestion

    The Luminous Lichen is a glowing, moss-like growth that clings to surfaces in dark, forgotten places, pulsating with an otherworldly light. Instinct: To steal life energy

    • Release spores that cause terrible fatigue effects
    • It looks harmless
    • Cast light as it sucks energy from a victim
    • Invisible life-sucking spores
    • It's not alive, it never was.
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  • Crimson Creep Solitary, Tiny, Stealthy, Devious, Intelligent, Hoarder, Amorphous
    Engulfs (w[2d6-2] damage) 15 HP 1 armor
    Hand, Ignores Armor

    A creepy worm-like creature that oozes red slime and moves around dungeons seeking easy sleeping prey. It can make a wonderous healing potion they say, out of it that is. Instinct: The Creep hungers for living creatures and magical energy.

    • The Crimson Creep can flow and ooze through cracks, crevices, and small openings.
    • Resemble objects or simple terrain features to lure prey.
    • Set traps, ambush prey, and exploit weaknesses.
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