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  • Rock troll Solitary, Small, Terrifying
    Grabbing fast and hard whit claws. Draging their pray down under the rock. (b[2d10] damage 1 piercing) 12 HP 0 armor
    Close
    Special Qualities: Lock like a pill of flat oily leather

    Living an lurking under big flat stones. Try to attack small or weak pray and then drag them under the rock to eat. Have only bones tho their arms, claws and skull. Can only moves very slow, by dragging the body. Instinct: To attack(if hungry) person or animal's passing close to their ston

    • Living and lurking under flatt rock.
    • Attack fast and quit
    • Coward
    • moves very slow
    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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  • Vampiric Revenant Group, Magical, Terrifying
    Bite (d6 damage 1 piercing) 13 HP 1 armor
    Close
    Special Qualities: Undead

    A revenant in folklore is a animated corpse that is believed to have revived from death to haunt the living.The word revenant is derived from the Latin word reveniens, "returning" (see also the related French verb revenir, meaning "to come back"). Medieval European stories of revenants have some common features. Those who revive from the dead are typically wrongdoers in their lifetime, often described as wicked, vain, or unbelievers. Often the revenants are associated with the spreading of disease among the living. The appropriate response is usually exhumation, followed by some form of decapitation, and burning or removal of the heart. Several stories state that revenants drink blood.Revenants are therefore another example of the widespread historical belief in vampires. Many stories were documented by English historians in the Middle Ages. William of Newburgh wrote during the 1190s, "It would not be easy to believe that the corpses of the dead should sally (I know not by what agency) from their graves, and should wander about to the terror or destruction of the living, and again return to the tomb, which of its own accord spontaneously opened to receive them, did not frequent examples, occurring in our own times, suffice to establish this fact, to the truth of which there is abundant testimony." Instinct: Drains blood

    • Preys on the living
    • Can breathe a plague infected mist
    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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  • Hungry Illithid Group, Magical, Organized, Intelligent, Hoarder, Planar
    Psychic A-salt and Batter-ing (d8 damage) 6 HP 4 armor
    Close, Far

    A very hungry Illithid, more interested in eating than masterminding its dominion over lesser races... Instinct: To feed on gourmet brains

    • Consume a Seasoned Adventurer's Brain
    • Control someone's Mind...
    • Summon Thrall Butlers
    • Squamous Physique
    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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  • Desperate Bandit Group, Intelligent
    Pitchfork (d8 damage) 6 HP 0 armor
    Close

    A desperate craftsman, driven by poverty to banditry. Prefers not to fight, but will when cornered. Instinct: Food and money

    • Charge desperately
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  • Magisleech Horde, Tiny, Devious
    Bite (d4-2 damage) 3 HP 0 armor
    Hand
    Special Qualities: Drains magic from victims

    Instinct: to devour magic

    • Attach to victim
    • Drain magic
    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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  • World-Owl Solitary, Huge, Intelligent
    (d12+5 damage 1 piercing) 20 HP 2 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Flying

    Instinct: to scrutinise, interrogate, and suspect

    • Pin underfoot with crushing weight
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  • Spearwood Troglodyte Artifact Bearer Group, Magical, Organized
    ancient elven artifact (b[2d8] damage) 10 HP 1 armor
    Close, Ignores Armor

    The Spearwood is filled with the ruins of an ancient elven civilization of the distant past. In some of these ruins, not many but some, lie ancient artifacts. These artifacts are imbued with great power and some say have a will of their own. The trogs of the Spearwood seem to have a knack for stumbling across them. When they do the resultant foe is nothing to scoff at. Instinct: to spread it's kind Instinct: to spread it's kind

    • Command it's brethren effectively
    • make use of it's artifact's abilities to sow havoc
    • bellow for reinforcements
    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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  • Arcane Guardian Group, Large, Construct, Amorphous
    Crushing fists (b[2d6+4] damage 2 piercing) 18 HP 6 armor
    Forceful
    Special Qualities: Various mechanical appendages., Made out of enchanted marble and truesteel

    "What are those? Those are the arcane guardians, honey. Now don't get too close! It's said that they can crush a grown man with a single punch of their enormous hands. What are they for? Well, to uphold the law, of course. These walking mountains of enchanted marble and steel chase down and capture all the bad people around town, darling. So do behave now, sweetie, will you?" Instinct: To uphold law in their districts.

    • Crush them!
    • To hinder them with the help of the various attachments.
    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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  • Steenhond Group, Huge, Construct, Amorphous
    Crushing swipe (d8+5 damage) 17 HP 4 armor
    Reach, Forceful, Near
    Special Qualities: Can phase through rock

    The Steenhound is a stone golem shaped like a cross between lion and dog. It protects holy sites, wizard-towers, or wherever else its creators set it to post. It often lies in wait as part of the edifice or bas-relief of some temple door or archway, leaping from its spot to attack strangers. It is not especially intelligent but can talk and demand answers before it permits entry. It can bind itself to rock and become one with the surface. In this way it can 'leap' into the side of a cliff and reappear on the other side. Instinct: Protect the temple

    • Bark with dusty gale
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  • Frozen Warrior Group, Cautious, Hoarder
    Rusty Swords (b[2d8+2] damage) 10 HP 6 armor
    Close

    A garrison of scouts from a long forgotten empire. Their remains have been twisted by the hag's weird magicks and set up as ice sculptures around her lair who jump to defend should the alarm sound. Instinct: To guard

    • Hack, slash, and bash
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