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  • Elfbane Solitary, Intelligent
    Razor Claws (d10 damage 1 piercing) 16 HP 0 armor
    Close

    Instinct: Slay Elves

    • Prey on the weak
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  • The Hell-Mad Group, Stealthy
    Claw or bite (d8 damage) 10 HP 0 armor
    Close

    The Hell-Mad are what remains of the "surviving" Mechenburgers. They have become a band of brutal, psychopathic prowlers who will do shocking things to bring the pain to visitors. Instinct: Share the suffering

    • Do something unpredictable
    • Use the environment
    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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  • Mold Shambler Solitary, Large, Divine, Amorphous
    Bash (d10+4 damage) 29 HP 1 armor
    Forceful

    A mold shambler looks like a grey-green mass of mold. They are vaguely humanoid in shape. They seek to spread mold spores into the lungs of living creatures so that they too can become mold shamblers. They are slow but strong. Instinct: Spead the wealth

    • Spew mold spores
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  • Eye-Shine Skeleton Group, Undead
    Mining Pick (d8+2 damage) 10 HP 2 armor
    Close
    Special Qualities: Bright lights flash from the eyes

    The miners of Mechenburg were stripped of their flesh and remade into an amalgamation of their equipment and their bones. Instead of head lamps, their eyes shine directed beams of light bright enough to temporarily blind the living. Instinct: Kill

    • Blind them with a look
    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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  • Skewerbeast Solitary, Large, Cautious
    Skewer-antennae (d10+2 damage 2 piercing) 16 HP 4 armor

    The skewerbeast looks like an ox that was merged with some kind of beetle. The two long antennae protruding from it's face are very precise. They might make a good weapon if you can manage to get one from it. These bulky stab-happy creatures are hard to kill because they are heavily armored from the front. They will do their best to keep their weak backsides away from enemies. Instinct: Skewer and feed

    • Stab into a vulnerable place
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  • Rattlepede Horde, Tiny, Devious
    bite (d4 damage 2 piercing) 3 HP 2 armor
    Hand

    Like giant centipedes with cobra-like rattlers at the end of their abdomens. Instinct: to suck blood

    • rise up like a cobra and rattle menacingly
    • inject dangerous poison
    • drop from above
    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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  • Richard the Stamina Skinner Solitary, Huge, Stealthy, Terrifying
    Kicks (b[3w[3d12+7] damage 2 piercing) 24 HP 1 armor
    Reach, Forceful, Far
    Special Qualities: No one knows they die a second after they see it

    -Hairy in some places bald in the other -Do NOT let that thing sneeze anywhere near a square mile of you -Stomps with the force of a 20-ton iron block falling from the moon onto a planet with 10,000 more gravity than Earth's Instinct: To stomp

    • Sneezes
    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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  • Blue Tiger Solitary
    Claws or Bite (b[2d10] damage 1 piercing) 12 HP 1 armor
    Close
    Special Qualities: The tiger has 2 souls, so all spells must be cast twice to have any effect on it.

    An extraordinarily rare animal from the mountain jungles of the far east. Anyone dreaming of a blue tiger will be attacked by one the following day. Instinct: to kill

    • Appear in someone's dreams
    • Leap and force them to the ground
    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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  • Cult Leader of the Red One Solitary, Small, Magical, Devious, Organized, Intelligent, Cautious
    Dark Water Blast (d8+2 damage 2 piercing) 20 HP 3 armor
    Close, Forceful, Ignores Armor, Far
    Special Qualities: Reborn from the waters

    Sanzur is a dwarven cleric to Daar, deity of nature and chaos, but is mainly interested in their child "Pahakala" the Leviathan of the abyss. Instinct: Find a vessel for their master

    • Hold Person
    • He possesses the powers of the waters of the abyss
    • Invade the mind of the enemy
    • Touch the token to summon cultists
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  • Cultist of the Red One Group, Stealthy, Organized, Intelligent
    Dagger (d6 damage 1 piercing) 6 HP 0 armor
    Close, Ignores Armor

    The cult of the red one does everything to find a new host for their lord. Instinct: To do the master's bidding

    • Rush attack
    • Disappear into the shadows
    • Touch the token of the Red One to alert other cultists
    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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