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  • Brutus, Nightmare Chieftan Solitary, Huge, Intelligent, Planar
    Hell Maul (d10+7 damage 2 piercing) 24 HP 0 armor
    Reach, Forceful

    A great, mountainous giant of a fiend. With a wide corpulent body, squat face, and snarling tusks. Lounging on a bone throne, where his titanic rear has crushed the seat to powder. Slaves dangle from his.fingers, plucked into his maw like grapes. Instinct: Crush bodies and wills.

    • Cause great explosions with its maul
    • Twist the planar sands to do its bidding
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  • Brutus, Nightmare Chieftan Solitary, Huge, Intelligent, Planar
    Hell Maul (d10+7 damage 2 piercing) 24 HP 0 armor
    Reach, Forceful

    A great, mountainous giant of a fiend. With a wide corpulent body, squat face, and snarling tusks. Lounging on a bone throne, where his titanic rear has crushed the seat to powder. Slaves dangle from his.fingers, plucked into his maw like grapes. Instinct: Crush bodies and wills.

    • Cause great explosions with its maul
    • Twist the planar sands to do its bidding
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  • Shield Guardian Group, Large, Magical, Construct
    Fist (d8 damage) 14 HP 3 armor
    Close
    Special Qualities: Regenerates , Bound

    A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance. A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power Instinct: Protect the Amulet Wearer

    • Obey Telepathic Commands on Amulet Wearer
    • Release a Spell Stored by the Amulet Wearer
    • Takes Half of the Damage of Amulet Wearer
    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 Pudding Solitary, Large, Amorphous
    Pseudopod (d8 damage) 20 HP
    Ignores Armor

    These creatures were mindless underground-dwelling hunters and scavengers that wandered and absorbed whatever they found. A black pudding would position itself in a dungeon hallway like a shadow and wait for unsuspecting prey. Instinct: Hunt and Dissolve

    • Dissolve Metal, Clothes, or Flesh
    • Deal Damage When Hit in Melee
    • Damage Armor When Striking
    • Climb Walls
    • Squeeze Through Tight Spaces
    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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  • Manticore Group, Large, Intelligent
    Claws and Bite (d8+2 damage 1 piercing) 12 HP 2 armor
    Forceful, Near, Messy
    Special Qualities: Tail Spikes

    A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature’s back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. Instinct: Hunt for Prey

    • Launch Tail Spikes (1 Piercing, not Forceful/Messy)
    • Rip Something Apart
    • Denegrate Prey
    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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  • Flesh Golem Solitary, Planar, Construct
    fists (d10+4 damage) 20 HP 0 armor
    Close, Forceful
    Special Qualities: immutable form, Fears Fire, Healed by Lightning

    A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons. Instinct: To Obey or Destroy

    • Go Berserk and Attack Whatever is Nearest
    • Resist Magic
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  • Spire Guard Horde, Large
    Horn (d6+4 damage 3 piercing) 7 HP 3 armor
    Forceful, Reach
    Special Qualities: Metal alloy horns

    These iron mites have grown and developed 1-3 alloy horns that it uses to guard the nest. These horns are dense and sharp enough to tear through armor. These creatures will also charge to maximize their damage. Instinct: Protect the nest

    • Impale the threat
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  • Iron Roller Horde, Cautious
    Spiked Shell (d6 damage 1 piercing) 3 HP 4 armor
    Close
    Special Qualities: Metal alloy shell

    These grown mites have survived long enough to gain size and mass with alloy shells, sometimes covered in crystalline spikes, harder than steel. They curl up to defend themselves and sometimes roll around to harm threats. Instinct: Take the hits for the swarm

    • Roll over threats
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  • Iron Mite Swarm Horde, Tiny
    Bite (d4-2 damage 1 piercing) 3 HP 3 armor
    Hand
    Special Qualities: Shell made of metal alloy

    Iron mites, often found in swarms, seek out and devour any source of ore they can find, whether it be a natural vain of the armor off one's back, eventually gaining a hard alloy shell made of the consumed materials. Instinct: Nest and ravage

    • Devour metals
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  • Thorn Warrior Group, Organized, Intelligent
    Thorn Whips (b[2d8+2] damage 1 piercing) 6 HP 1 armor
    Close, Reach, Near
    Special Qualities: Plant-like body

    With their plant-based, humanoid bodies, they mercilessly tear apart all those that seek to disrupt the balance or even carelessly wander too far into the wilds. Using their thorny whip vines and swords they defend the wilds and the great tree in the center. Instinct: Deny enterence to the Wilds

    • Attack relentlessly
    • Send out a call for reinforcements
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