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  • Kulakan, The Last Jinn Solitary, Large, Magical, Stealthy, Intelligent, Cautious, Planar
    Gale Winds (d12+2 damage) 16 HP 5 armor
    Forceful, Near, Far
    Special Qualities: Surrounded by a perpetual storm

    "Once, long ago when I was bound on the eve of my kind's slaughter...I swore to the moon and stars that I would reward whoever released me from my eternal prison with the power of Gods and the riches of Empires. The ages wore on, and the mountains where I was bound crumbled to dust before the wind, and I swore that I would reward the one who freed me with the pleasures of the flesh: food, drink, the happiness of warm heart and burning hearth. My vessel was discovered, and when the seals could not be broken it was sold as a curiosity, a mere trinket. I swore that whoever found me would be granted one wish: whatever their heart desired." "I tire of patience, of generosity, of offering the descendants of my people's murderers the flowers of peace. I will grant you only one thing: a swift death, and after what I have suffered you will count it as a blessing." Instinct: To take revenge on those who killed it's kind

    • Twist a granted wish into a horrible curse
    • Weave an illusion about someone or something
    • Conjure wonders from thin air
    • Bring up ancient feuds, oaths, and obligations.
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  • Stormvermin Horde, Organized, Intelligent, Cautious, Hoarder, Terrifying
    Clan Weapon (b[2d6] damage) 3 HP 2 armor
    Close
    Special Qualities: immune to poison, poisonous bite

    The Stormvermin are the fighting elite of the Skaven Warlord clans. They are distinguishable from their scrawnier litter-mates, often standing a full head taller, with thick muscular necks and powerful build. They are equipped with the best of the armory of their clans. Instinct: to spread

    • run if caught in a spot
    • overwhelm with numbers
    • summon Clanrats from below
    • feast on the dead or injured
    • fight for the Chieftain
    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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  • Clanrat Horde, Stealthy, Organized, Intelligent, Hoarder, Terrifying
    Rusty weapons (d4 damage) 3 HP 0 armor
    Close
    Special Qualities: poisonous bite, immune to poison

    The bulk of most Skaven armies are formed of Clanrats, a vast and verminous horde of ratmen that make up the warrior class. Of all the teeming masses, only the Skavenslaves are more numerous than the Clanrats. They are possessed of a constant energy, most commonly seen in a nervous twitching of their hairless, worm.like tails. A single Clanrat is not a fearsome opponent. A lone warrior will lack any degree of discipline or determination and is likely to skulk in the shadows, afraid to go forward, too cautious to go backwards. Unless driven by black hunger, a single Clanrat will only attack something that is visibly weakened or crippled, preferring even then to attack unseen from behind. When banded together in a large pack, however, Skaven bolster each other's confidence and fuel their feral ferocity to a highly aggressive level. After the adrenaline-burst of melee Clanrats need to feed or suffer the unbearable pangs of the Black Hunger. Immediately following any combat the ratmen scour the battlefield, devouring the dead and injured of friend and foe alike. Instinct: to spread

    • run if caught in a spot
    • overwhelm with numbers
    • summon Clanrats from below
    • feed on the spoils
    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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  • Shade Maw Solitary, Large, Magical, Divine, Planar, Terrifying, Amorphous
    Tendrils (d6 + 4 damage 2 piercing) 10 HP 5 armor
    Forceful, Far
    Special Qualities: Appear and disappear at will, Cannot be killed, only driven away

    The Shades reaches out to touch the Material Plane from the 5th dimension, and when it does, shadow portals appear in this world. These are the Shade Maws, terrifying moving shadows that swallow the light. When the Shade Maw senses a victim it will send out its vicious tendrils, restraining the creature and pulling it into its mouth. If successful, the Shade Maw will envelop the creature, transforming it into a Shade Thrall. The Shade Maw is not a corporeal thing or a spirit, but it can be banished back to the realm of The Shades by the same means as banishing a spirit. Mind Warp: When a creature stares into the Shade Maw for more than a few seconds, roll + WIS. On a 10+, the creature only chooses one option. On a 7-9, the creature must choose two options. On a 6-, the creature must choose all three options. Option 1: You involuntarily begin walking towards the Shade Maw Option 2: You take 1d8 psychic damage Option 3: You are blinded for 1d4 hours Instinct: Seek the Encroaching Light

    • Ensnare and make into a Shade Thrall
    • Mind Warp
    • Consume light
    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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  • Shade Thrall Horde, Stealthy, Organized, Intelligent, Planar
    Bite or Claw (d8 damage 1 piercing) 11 HP 0 armor
    Close, Near
    Special Qualities: Undead

    The Shades, the ancient force of darkness that keeps Light in balance, sends forth its army of possessed Shade Thralls. They hide among us, biding their time, and slowly corrupting civilization from the inside out like a slow rot. And when they have gained control of one population, they will spread to the next and begin infiltration. For The Shades is eternally patient, relentless, and methodical. Instinct: To destroy civilization from the inside

    • Sabotage inner workings
    • Pose as non-threatening
    • Summon kin
    • Consume life
    • Spread 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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  • Viper Solitary, Tiny, Devious
    Venomous Fangs (d8-2 damage 1 piercing) 12 HP 2 armor
    Hand

    Predatory serpent that uses venom to subdue prey. Instinct: To eat

    • Hide in tall grass
    • Injects sickening venom
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  • Howler Solitary, Large, Planar
    Quill Charge (d10 damage) 16 HP 0 armor
    Agonizing
    Special Qualities: Covered in quills that deal d4 damage with 2 piercing

    Howlers are predators from the abyss, looking like a nightmarish cross between a tiger and a hedgehog. Its quills serve it well both on the offensive and defensive, helping it take down prey while protecting it from even more dangerous predators. Instinct: To eat

    • Unleash a confusing howl
    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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  • Bone Devil Group, Large, Devious, Intelligent, Planar, Terrifying
    Bony Stinger (d6+1 damage 1 piercing) 10 HP 3 armor
    Reach
    Special Qualities: Immune to fire and poison, Resistant to acid and cold, Flight, Menacing Aura

    Bone devils are the inquisitors of Hell, trained to root out betrayal and insurgency even among Hell's elite. They are tough, ruthless and thorough, qualities that also sees them summoned for less subtle endeavors. Instinct: To serve Hell

    • Interrogate suspects
    • Injects weakening venom
    • Can turn invisible
    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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  • Tiefling Shadowstalker Solitary, Stealthy, Intelligent
    Silenced Pistol (d10 damage 1 piercing) 12 HP 1 armor
    Close, Near
    Special Qualities: Resistant to Cold, Electricity and Fire

    Tiefling shadowstalkers often gain their powers from their dark lineage, many of them being children of kytons. While revered in some places, in those areas where tieflings are reviled, these powers let them get a comfortable existence by robbing someone else of it. They get +2 armour and damage in darkness and their damage die upgrades by one step when ambushing. Instinct: To succeed

    • Animate shadows
    • Melt into shadows
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  • Lemure Horde, Intelligent, Planar
    Wet slap (d4 damage) 3 HP 2 armor
    Close
    Special Qualities: Immune to fire and poison, Resistant to acid and cold

    When divine beings enroll into Hell's order, they are transfigured into the beings known as lemures. Slimy, amorphous beings, this is the midway point between their previous life and their new one as a devil. In the meantime, they roil around, trying to endure the indignity of their transformation. Instinct: To become a true devil

    • Burble
    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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