• Codex
  • Browse
  • Create
  • Login
Previous
Next
  • A Nameless Dungeon Solitary, Huge, Cautious, Hoarder
    Ambush of Kobolds (d8+3 damage) 28 HP 3 armor
    Reach, Far

    There is always a nearby cave, a hole in the side of hill just in view of town isn't there? Its always got those scaled bastards in it too. Digging. Crafting traps. No matter how many times its cleared more just come in. Well This time we found out why. Those kobold's aren't born their made. The cave makes them. Its time to end this cycle once and for all... Instinct: Lure Adventurers to feed the hungry hordes

    • Become Infested with Kobolds
    • Open a new Entrance
    • Close a familiar path
    • Send rumors of great treasure out to the world.
    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.
    Tweet
  • Pack of Timber Wolves Horde, Small, Organized
    Bite (b[2d6+2] damage 1 piercing) 3 HP 1 armor
    Close
    Special Qualities: Smell Tracking

    The Timber Wolves aren't special in a world where everything is. Doesn't that make them special? While they have no special abilities, they make up for it with abundance. Tooth, fur, and blood. These three things will be your downfall if caught by surprise or if you let your guard down. Don't underestimate the power of the pack... Instinct: To Hunt

    • Maim
    • Howl
    Tweet
  • Julian, Felin's Sleuth Group, Small, Stealthy, Magical, Organized, Intelligent, Construct
    Scratch and Bite (d6 damage 1 piercing) 10 HP 3 armor
    Close, Far
    Special Qualities: Perfect Senses, Vibrant, Static Fur

    Julian is no enemy unless you make him one. He wishes to protect Felin's Forest and his family. A red fox, who is warm to the touch, and can talk. Very charismatic, a true friend when you need him to be. He shall help those in need as long as you will help him in return. Has access to minor magic and some more unique abilities. Instinct: To Protect and Inform

    • Speech
    • Fabric Burrow
    • Fire
    • Howl -> Burrow Call
    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.
    Tweet
  • Accursed Group, Stealthy, Magical, Organized, Intelligent, Terrifying
    Cursed weapons (d8 damage 1 piercing) 14 HP 1 armor
    Close, Messy
    Special Qualities: Cursed Death

    Woe betide those who dare to die while still accursed. The heavens weep for one who deigns to suffer mortality with such a debt outstanding. Sometimes some power, whether divine or malign refuses to allow such an end to truly be an end. Their duty has yet to be complete, and so they suffer from the wounds that killed them, unending and forever, seeking out jealously those who they can add to their numbers, for being so barbed with curses - they can inflict them on others, and those who are cursed shine out like beacons to them, drawing them close. It is said the first curse was ancient and profoundly just. Perhaps these pitiful denizens are related. Instinct: To inflict suffering and death

    • Hunt the cursed without fail
    • Rise from 'death' like a curse unending
    • Inflict cursed wounds and lay curses
    • Beckon the cursed host
    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.
    Tweet
  • Eldraz Group, Magical, Stealthy, Organized, Intelligent, Planar
    Hybrids attack as their natural counterparts do, but the Eldrazi parasite will lash out if the host is threatened. (d8 damage) 6 HP 6 armor
    Close, Reach, Near

    The Eldraz are tentacled creatures from a planeshifted reality. They have evolved over the last century and are able to absorb the natural creatures of this world to create Eldraz-hybrids. When they attack with their tentacles it leaves a shadow wherever it touches organic material. Left untreated by magical attention, these supernatural bruises can begin to fester, weakening the victim. As long as the bruise lasts the victim is also more susceptible to the psychic attacks of the Eldraz. Instinct: Transform this plane into a living Edradazi (A mega Eldrazie hive queen)

    • Eldra mutate what it can into hybrid beings, but will destroy that which stands in their way.
    • The Eldraz hybrids can hide their true nature by housing the tentacle outgrowth within the natural body of the victim. When unleashed, the fluid that surrounds the ingrown tentacles sprays outward burning organic material nearby.
    • Eldraz communicate telepathically. If others are nearby, they are instinctively linked into a single hive-cell.
    • The planeshifted nature fo the Eldraz allow them to manipulate the less evolved organic states of this world.
    Tweet
  • The Lone Hero Solitary, Stealthy, Divine, Magical, Intelligent, Cautious, Hoarder
    Slay (b[2d10+4] damage 2 piercing) 18 HP 6 armor
    Close, Near
    Special Qualities: Superhuman Feats

    A metal figure shrouded in a long flowing, brilliant cape, examines the footprints of his mark. The Hero walks, and follows the treaded path, his armor clanks with each step, longsword and shield moving with him. He doesn't pick up his pace, for he never tires. He will find them, it's not a matter of how, but one of when. His armor glistens in the moonlight, a beautiful suit, the likes of which seem to be crafted by the gods. A luminescence comes across him when one stairs in his direction. He hears movement, his heart quickens, but his pace does not. Calm and collected, The Lone Hero walks towards the sound; He knows it will all be over soon. An arrow flies through the air and quick as a bullet his shield is raised and the arrow splints to the ground. He looks over and sees a woman with a wolf cowering in fear, bleeding, quivering, unable to breath. "Please, don't kill me. I have done no harm and wish only to do good, don't send me back!" Her legs buckle and she falls to the floor, sobbing, for she is too tired and weak to fight. The iron demon responds, "Your existence is much overdue, as is this worlds, I send you back to the depths of the darkness where you belong." The wolf, still managing to fight, leaps towards him in hopes to protect her master, her friend, her sister. Fresh blood stains the armor, and the comrade lies dead. The next death came not a moment after. The Lone Hero begins to walk away, chants fill the sky and he glows ever brighter. Under his helm, a smile spreads across his face. Instinct: To Hunt the Undead

    • Track
    • Lies
    • Power Word: Death
    Tweet
  • Blacksmith Ben Solitary, Intelligent, Cautious, Hoarder
    Weapon Strike (d10 damage) 12 HP 1 armor
    Close

    There is an old story about a wandering blacksmith: The blacksmith was cursed by a witch and to avoid a terrible fate the blacksmith had to always be on the move, so they could never settle down, get married or build a forge. The details of that story has long been forgotten, but travelling blacksmiths are still around. Ben is one such blacksmith. Instinct: To trade his wares

    • Make and repair equipment
    • Appraise items
    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.
    Tweet
  • Stormrake Group, Small, Stealthy, Planar
    Stormslash (d8+2 damage 4 piercing) 10 HP 1 armor
    Close, Near, Far

    Scavengers left in the wake of the storm, these panther-like beasts show traits of crustaceans and insects but appear to be made of solid stormclouds. These agile beasts are able to leap short distances as bolts of dark energy. Left behind by greater nightmares, Stormrakes have turned to scavenging, picking off stragglers to devour their flesh and fear. Travelling alone or in packs, Stormrakes are most usually found after or during storms, but some stay around afterwards and lay claim to territory, upsetting the natural ecosystem and even infecting local wildlife with nightmarish energy from the storm. Instinct: To abduct and scavenge

    • Strike from shadows
    • Leap short distances as a bolt of dark energy
    • Retreat to or bolster from the storm
    Tweet
  • Four-Armed White Ape (Slumbering Ursine Dunes) Solitary, Large
    Pummel (d10+2 damage) 16 HP 1 armor
    Forceful, Reach, Near

    This massive, four-armed white ape waits at the top of the stairs on the Golden Barge control tower. It will throw stainless steel water barrels at anyone who attempts to climb the stairs. Instinct: To defend its position

    • Toss a water barrel
    Tweet
  • Major Xhom Solitary, Intelligent
    Flanged Vibro-Axe (d10+2 damage 2 piercing) 12 HP 0 armor
    Close

    The sole survivor of the first of the recent Eld expeditions to the Golden Barge. Xhom is attempting to puzzle out how to reactivate the vessel while fending off the ghuls below. He is invariably hostile to the party unless they are in active alliance with the local Eld (and can prove it). Text is from the OSR module Slumbering Ursine Dunes. Instinct: To activate the Golden Barge

    • Interrogate the motives of the party
    Tweet
Previous
Next