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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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  • 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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