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  • Hawktoad Horde, Small
    Claws, Tongue (d4 damage) 3 HP 1 armor
    Close, Near
    Special Qualities: Amphibious

    Hawktoads are amphibians with the body of a very large toad, but their front paws have very long, hooked claws. Instead of back legs, they have a thick tail like that of a tadpole. The full length of a hawktoad is about 3 feet. These bizarre creatures float in air and “swim” through it by lashing their tails, exactly the way a tadpole swims through water. Their sharp claws are dangerous, but the real threat comes from their tongues, with which they can strangle creatures up to Large size. Once a hawktoad gets its tongue around a potential victim’s neck and latches onto the victim’s back, it quickly transitions from pest to lethal threat. A single hawktoad would be easy to deal with, but they always move and attack in packs. Hawktoads are most dangerous in spring, when they can be ravenous if the winter was particularly long or harsh. There are rumors that some wizards have attained hawktoads as familiars, but most scholars discount them as legend. Even if such stories were true, the hawktoad’s foul temper would make it an unpleasant companion. When a hawktoad hits a target with its tongue, the monster wraps its tongue around the victim’s neck. It then quickly maneuvers itself behind the target, landing on the target’s back. The hawktoad digs in its claws and tries to strangle the victim with its tongue. Instinct: To strangle

    • Strangle the victim with its tongue
    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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  • Flayed Lizard Solitary, Small, Stealthy, Devious, Terrifying
    Claws, Venomous Spit (d6 damage 1 piercing) 8 HP 0 armor
    Close, Near
    Special Qualities: Hide like flayed skin

    The flayed lizard native to the swamps of Altalos are dog sized lizards covered in pink, stinky flesh. They put up their frilly colar to scare away enemies and spit corrosive venom. Instinct: To Hunt

    • Return to its lair when threatened
    • Scare them away
    • Corrode 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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  • Carbuncle Solitary, Tiny, Stealthy
    (w[2d6-2] damage) 12 HP 2 armor
    Hand
    Special Qualities: Forehead Gem

    Deep in the tangled underbrush of forests and in the remote regions of dismal swamps and bogs lives a strange creature called the carbuncle. It is a shy creature that seeks to avoid encounters. Should it seek interaction, a carbuncle often begins by proudly announcing the value of the gem in its forehead just to watch the reaction the information arouses. Despite its shy nature, the carbuncle has a mischievous side as well. It sometimes joins travelers so it can play pranks on them and observe the reactions of the unfortunate victims of its curiosity. After joining with a party, a carbuncle eventually seeks to breed hostility and suspicion between party members. They have been known to telepathically contact nearby monsters and draw them to the party, so that it can watch the battle and read the thoughts of the party under attack before slipping away. A carbuncle can be coerced or persuaded to surrender the gem in its forehead. If the attempt fails, the carbuncle sees through the deception and flees. If the carbuncle relinquishes its gem, it grows another one within one month. When a carbuncle is slain, its forehead gem crumbles to dust. Though fascinated by combat, carbuncles are nearly helpless in melee. They enjoy setting up encounters using their powers and watching the brutal scenes unfold, but they surrender immediately if attacked themselves. In a lethal situation, a carbuncle first tries to bargain for safety with its gem. If that fails, it can will itself to die rather than suffer torment (and rather than giving up its gem to someone it suspects will only kill it anyway). Instinct: To play pranks on adventurers

    • Lure adventurers into a dangerous situation
    • Cause discord
    • Telepathy
    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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  • Mordigar, the Great Red Solitary, Huge, Intelligent, Hoarder, Terrifying, Cautious, Magical
    Rending Claws (b[2d12+5] damage 2 piercing) 20 HP 4 armor
    Reach, Forceful, Near, Far
    Special Qualities: Thick scales

    You don't see many dragons around these days. What's worse, those that are still around are all mature and horrifying, capable of raising cities on their lonesome. Among these dragons stands out the legend of Mordigar. The Great Red who toppled a kingdom in a day. They say he swooped down from above, intrigued by the great walls they built to keep foes out, and that in the end kept them all contained. With two passes, the capitol was in ruins. Once more and the castle too had been crushed. Once the royalty had made their way out to parley, Mordigars apetite had grown. He swallowed all but the king in a single gulp, and then leaned in close. "This land is mine, and you shall help me rule it." With no choice but to obey, the former king returned to his palace, and has since lived a life of servitude to the new lord of the land. Instinct: To rule

    • Bring forth fiery destruction
    • Conquer with ease
    • Return a slight on his name
    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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  • Vegetales Viventes Group, Construct, Amorphous
    Latigo Cepa (d8+2 damage) 9 HP 1 armor
    Close, Forceful, Reach
    Special Qualities: Propiedades de verdura, Se regeneran plantándose

    Cuando ves que una horda de tomates, cebollas y remolachas gigantes viene a por ti y los tuyos, sabes que debiste dedicarte a ser granjero. Los bueyes no secuestran familiares. Corre por tu vida o prepárate a ser tempura Instinct: Obedecer las ordenes de su maestro

    • Apresar con sus raices
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  • Crocodile-man Group, Large
    Bite (d8 damage) 10 HP 2 armor

    These magically mutated lizardmen were combined with saltwater crocodiles to make them tough and aggressive. They are stubbornly loyal to their vampire ruler-creator; whom they worship as a goddess. Instinct: Consume

    • Obey Vampire Queen
    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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  • Becca, mistress of night Solitary, Magical, Stealthy, Intelligent, Terrifying
    Draining kiss, claws. (b[2d12] damage 1 piercing) 20 HP 6 armor
    Close, Ignores Armor
    Special Qualities: Looking into her eyes fills the observer with dread

    Mistress of the night, Becca is an ancient vampire. She has lived through many kingdoms and some say was the mother of all vampires. Instinct: Drink blood, enthrall others

    • Consumes life force
    • Can mesmerize others
    • Can take the form of mist, a bat, and terrify others
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  • Solaran guardian Solitary, Large, Divine, Magical, Cautious, Construct
    A pair of spiked shields. (d10+4 damage) 26 HP 6 armor
    Forceful
    Special Qualities: Made to obey orders of commanders of solaran. Powered by sunlight.

    The guardians are constructs unearthed by solaran historians. Large mechanical creatures powered by sunlight. When light is blocked they lose strength and speed. Instinct: To stop, to dominate

    • Defend solaran places of interest.
    • Can cast magic to ensnare enemies.
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  • Commander ignis Solitary, Magical, Intelligent, Cautious
    A silver rapier enchanted with a flame crystal at the hilt. (d10 damage 2 piercing) 12 HP 6 armor
    Close, Far

    Commander ignis is a member of solaran. A low ranking commander who shows great promise with his magical abilities and combat prowess. Fighting with a rapier, a buckler when needed, but perfering to use his fire based magic. Instinct: Incinerate unholy creatures. Purify evil.

    • Command grunts, manage tactics
    • Casts fire based spells.
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  • Solaran Grunt Group, Organized, Intelligent, Cautious
    Swords, shields, crossbows. (b[2d8] damage) 6 HP 5 armor
    Close, Far

    The solaran grunts are the main force of solaran. They carry out missions effectively and protect towns from creatures of the night along with hunting them down for both sport, and as their divine duty. Instinct: Destroy creatures of night

    • Defends town, follows orders
    • They fight intelligently, targeting weaker enimies first
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