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  • Tiefling Fist of Torment Solitary, Intelligent, Evasive
    Bone Breaking Fist (b[2d10+2] damage 1 piercing) 12 HP 0 armor
    Close
    Special Qualities: Resistant to fire, cold and electricity

    Tiefling monks channel their fiendish heritage into improving their ability to channel ki. The mixture of otherworldly power and inner energy allows them to channels bursts of pain through their attacks. They can grant themselves the Agonizing tag for three attacks. Instinct: To succeed

    • Create clouds of darkness
    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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  • Devourer Solitary, Large, Magical, Devious
    Soul Ripping Claws (d8+4 damage 3 piercing) 20 HP 0 armor
    Forceful
    Special Qualities: Undead, Flight, Can transfer mental manipulation to a devoured soul, Can see the invisible

    A devourer forms under a most peculiar set of circumstances, when a newly formed soul inhabits a corpse instead of a new life. This bizarre fusion creates a being that is born dead, its mind a strange mixture of old memories from the deceased and new impressions from the soul. Instinct: To eat souls

    • Devour a soul
    • Animate the dead
    • Can inflict random debilities with its touch
    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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  • Star Trek Denevan Neural Parasite Swarm Horde, Tiny, Devious, Planar
    Infecting Bite (d4-2 damage) 3 HP 0 armor
    Hand
    Special Qualities: Pain Enslavement of Infected

    A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as "resembling, more than anything, a gigantic brain cell." Looking -- and moving -- like a half-digested Frisbee, these creatures are part of a large organism that takes over humans' nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. (This is also the episode where we learn that Spock has nictitating membranes. That doesn't have much to do with the monster. It's just creepy.)Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim's nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as "far, far too involved for conventional surgery to remove." Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation could have led to insanity and death. Infected victims cooperated in working towards the parasites's objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy. Instinct: Destroy

    • Infects
    • Enslaves with pain
    • Sunlight kills
    • Magical healing kills
    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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  • Star Trek Orion Group, Stealthy, Intelligent, Hoarder
    Long Daggers (d8 damage) and Nets 6 HP 0 armor
    Close
    Special Qualities: Female charm

    Orions are famous slave traders known for their distinctive green skin, although at least some have a pale grayish complexion. Orion males were typically bald and, on average, taller and more muscular than the average Human male. Orion females could have black, green, or red hair. Orion females were very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction. In Orion society, the males were slaves to the females. As a means of deceiving outsiders, the Orion males maintained the facade that the females were the slaves. This went as far as to sell Orion females on the slave market. Once sold to a male, the Orion slave girls used their unique physiology to their advantage; their highly potent pheromones accelerated the metabolisms of males of many species, raising adrenaline production to dangerous levels which caused aggression and, ultimately, a form of delusion. Its most significant effect was to make them susceptible to suggestion. Not long after, the "owner" males began taking orders from their "slave" females. The pheromones' effects were cumulative; the longer exposed, the more pronounced the results. Females react negatively to those same pheromones, experiencing headaches and often manifesting a strong dislike of the female Orion “slave”... Instinct: Enslaves

    • Trades slaves
    • Females may charm male humans
    • Not to be trusted
    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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  • Sleestak Group
    Crossbow or Nets (d10 damage) 6 HP 2 armor
    Close, Far

    The Sleestak are a reptilian bipedal humanoid species. They have a thin but wide-set mouths and large, round black eyes that are averse to light. Covered mostly in green scales, their bellies are yellow. Sleestak also have claws on their feet and on their hands, with a horn protruding from the top of their heads. They breathe with a pronounced breath sound as if breathing through congestion. This is probably due to their wide set mouth and flat nostrils.At one time, in the distant past, the Sleestak were known as Altrusians. They were a very peaceful and intelligent race. They eventually grew into an advanced civilization, and had seemingly mastered many (if not all) of the secrets of the Land of the Lost. They created cities and temples. Unfortunately, the Altrusians lost control over their emotions, and destroyed their civilization becoming known as the Sleestak. The Sleestak now are a degenerate race that have lost much of their knowledge and culture. The Sleestak are accomplished in the arts of building, foraging, and hunting, and make and use crossbows and nets to hunt. The crossbows are no larger than the size of a Sleestak's forearm. Instinct: Devour

    • Slow
    • Seek to capture men for alien rituals.
    • Fearful of fire
    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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  • Felnach Infiltrator Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar
    Poisoned blades and knives (d10 damage 1 piercing) 12 HP 1 armor
    Close, Near

    Some theorise the felnach weren't always demons, but that they made dark pacts while they were mortals and when their fell master came calling they could not resist, and were dragged into the lower planes. Seen as 'demonic cat-people' by the less educated, yet there is some truth in the matter, but nonetheless they are truly demons now, albeit lesser ones, pushed around easily by the hierarchy. The infiltrators are more of a concern, used sparingly, they learned dark secrets from their patron granting them strange powers that let them slip in and out of places with ease, all for the purpose of stealing artefacts and secrets both. Some demonologists summon them into the world for that purpose, but there is usually a catch - usually they are only allowed to attend the summons if they are capable of accomplishing some other, darker deed while they are in the natural world. Remember that all things have a cost, especially when it comes to demons. Instinct: To steal and kill

    • Vanish and reappear elsewhere
    • Escape in a burst of acrid smoke
    • Utilise demonic shadow arts
    • Sense sources of greed and envy unerringly
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  • Horde, Tiny, Magical, Stealthy, Organized, Intelligent, Hoarder, Terrifying
    Termite Bite (d6 damage 1 piercing) 3 HP 4 armor
    Hand
    Special Qualities: Thought Delve, Myriad of teeth, and legs. Insurmountable size of numbers.

    This insect like creature pries on the human mind. This species of rare termite like bugs has extremely high intelligence and believes in being the superior race. they despise all human kind and strive on deriving all value and motivation from within human like creatures. These small bugs are able to link up and conform into whatever shape they so desire and can exponentially multiply. They have thin, though durable, needle-like teeth and hundreds of legs that are easily able to link up in order to connect with their kind. As a collective, they work to play tricks on the mind, able to make they prey see what they want them to see and can even inflict permanent damage. They also strive to strip their pray of what they find to be of value. they live underground and can travel at extremely fast rates and cover a large mass of surface area. Instinct: To gorge off emotion

    • Illusory Disguise
    • Become what you fear, desire, or hate
    • Memory Lapse
    • Rattle
    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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  • Star Trek Mugato Group
    Pummel (d8+2 damage) 6 HP 1 armor
    Close, Forceful
    Special Qualities: Venomous bite

    Mugatos were large, intimidating animals that could reach a height of two meters (not including their horns). Covered by a thick pelt of white fur all over their bodies with the exception of their faces and hands, they were similar to the great apes of Earth in their physical proportions and prehensile hands and feet. All of their teeth were sharp and serrated and their fangs contained a strong venom that was fatal within a matter of hours without magical healing. Mugatos had large, thick horns projecting from the top of their craniums as well as smaller spikes running down the spine. They usually traveled with their mates.The Classic Star Trek TOS killer space ape! Instinct: Hunt

    • Ambush
    • Bite with Venomous fangs
    • Devour
    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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  • Gray Philosopher Solitary, Devious
    None (Malices: 1d4d each) 16 HP 0 armor
    Far (Malices)
    Special Qualities: Undead, Incorporeal

    A Gray Philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her mind. In its undead state, this creature does nothing but ponder these weighty matters. The gray philosopher appears as a seated, smoke-colored, insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number (1d8) of tiny, luminous, wispy creatures known as Malices. They have vaguely human faces, gaping maws, and spindly, clawed hands. These vindictive creatures are actually the philosopher’s evil thoughts, which have taken on substance and a will of their own. The Gray Philosopher cannot be turned by a cleric but has no attack of its own; it will not defend itself. Unlike the philosopher, Malices constantly search for victims on which to vent their petty but eternal spite. Malices do not stray more than 120 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight. A malice immune to being turned and may not be damaged while its creator exists. However, all these creatures vanish instantly if their philosopher is destroyed. When a Gray Philosopher falls to 0hp, it looks up with an expression of malicious enlightenment on its face, and then vanishes with a lingering shriek of evil delight. Instinct: Creates Malices

    • Ponders
    • Generates 1d8 malices
    • Only damaged by magic or enchanted weapons
    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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  • Hulking Ragebeast Solitary, Huge, Magical, Intelligent, Planar, Terrifying
    Unstoppable force (b[2d12+7] damage 3 piercing) 28 HP 6 armor
    Reach, Forceful, Messy, Ignores Armor
    Special Qualities: Smouldering rage, Gaze of terror

    A smoky hulk that lives on rage, and towers over all things. A demon that is a manifestation of wrath. Its power cannot be stopped by conventional means, for common battle only makes it stronger. Luckily they are only found in the depths of hell... right? Instinct: To kill, crush, and destroy

    • Destroy anything that gets in its way
    • Infect with rage
    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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