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  • Auntie Rootrot Solitary, Magical, Stealthy, Intelligent, Hoarder, Terrifying
    Frost curse (d10 damage 1 piercing) 16 HP 4 armor
    Close, Ignores Armor, Far
    Special Qualities: Ancient and aged, she looks like a corpse found in a blizzard

    "Oh Auntie's haunted these parts for forever! She's got one eye and a big pointy hat! I'm not really supposed to talk about her and I have to tell my brother she's make believe or he can't sleep. My grandmama even say she's so old that, uh she's so old was here even when there were giants! But I don't know really. Sometimes me and the others'll play Witches and Watchmen and one of us has to be Auntie and then they have to do all the sounds and everything to make a winter spell and then someone else has to be the wolf 'cause she always has her weird wolves! What? No, I don't think she's real either, who'd wanna live in a giant pumpkin?" -Isodier "Izzy" Smith, 8 Instinct: to bespoil

    • Curse with frost
    • Illusion and manipulation
    • Summon cursed animals
    • Fly on gnarled staff like a broom
    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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  • Bog Goblin Horde, Small, Stealthy, Organized, Intelligent
    Javelins and Spears (d6 damage 1 piercing) 3 HP 0 armor
    Close, Reach, Far

    A goblin from the bogs. Instinct: To drive interlopers out of the swamp

    • Strike from ambush
    • Shoot a poisoned dart
    • Blow the swamp whistle for aid
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  • Resistance Officer Solitary, Intelligent, Cautious
    (b[2d10+4] damage 2 piercing) 16 HP 6 armor
    Close, Forceful

    Instinct: secure new weapons

    • officer
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  • Scuttler Group, Terrible reek
    Flurry of many arms (d6 damage) 6 HP 1 armor, 2 if with shield
    Close
    Special Qualities: Gives off a horrible reek of pestilence

    The evolution of the roaches into a humanoid form, complete with four arms, capable of many weapons and shields. Flight- It still has its wings, but can only fly for short distances. Reek- Once you get close to a Scuttler, it gives off a terrible reek that causes most to gag, practically paralyzing them. Save vs. CON or paralyzed. Survivor- Difficult to kill, as it is a born survivor. Once at 0 HPs it is dazed, not dead. Exploding Innards- When finally killed, guts explode for 1d6 damage to non-Scuttlers Instinct: Will to survive

    • Flight
    • Reek
    • Survivor
    • Exploding innards
    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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  • Horde, Tiny, Stealthy, Devious
    (d4-2 damage 1 piercing) 3 HP 0 armor
    Hand
    Special Qualities:

    Instinct:

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  • Weird Wolf Group, Organized, Terrifying
    Bite (d8 damage 1 piercing) 14 HP 0 armor
    Close
    Special Qualities: Quick healing

    Enchanted with a disgusting magic, the weird wolves are shaggy white and brown with blue eyes but their bodies often appear mutated. They have a certain kind of healing magic but it usually leaves them malformed; extra limbs, heads on wrong, that sort of thing. Instinct: To serve a master

    • Bite
    • Howl for help
    • Reform for 1d4 health
    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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  • Spore Carrier Solitary
    claws (d10+4 damage) 12 HP 1 armor
    Close, Forceful

    Depending on the age of a spore carrier its looks may range from a dead or half living humanoid, with greying or greenish markings around it's mouth and/or nose to a fully animated moldy furred beast that shambles, slashes with rage or bellows forth infectious spores in a noxious cloud. Its blind rage lashes out at any living thing - growing from its confused vegetable-animal mind hungry for fresh organic hosts and feverish revenge. Complete transformation requires a week of incubation in damp and dark conditions and does not discriminate between the living and the dead. Instinct: to consume

    • Bellow forth Spores - infecting those around it
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  • Giant Chameleon Horde, Huge, Stealthy, Organized, Cautious
    claws (1d6 damage 1 piercing) 15 HP 3 armor
    Reach, Near
    Special Qualities: climb

    Instinct: to be discreet

    • it can reach people by its sticky tongue
    • vanish, blind
    • screeches to call for others
    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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  • Living Spellbook Solitary, Tiny, Stealthy, Magical, Intelligent, Hoarder, Amorphous
    Magic Missile (2d4 damage) 16 HP 4 armor
    Hand, Near, Far

    Lurking in forgotten arcane libraries, spells can occasionally leak into the tomes in which they are contained, morphing the books into sentient beings of arcane power. When picked up, the book comes alive, capable of casting any spell contained within its pages in order to defend itself. In addition, they are able to transform any form of attack into a spell -including nonmagical attacks-, which is then inscribed and ready to cast later. Because of this, they usually contain very unique spells such as Sword Swing (Close, d8 damage) or even Shield (+1 armor forward, one-handed). Their magical protection is a result of the constant flow of magical energy emanating from them, although some theorize it to be a spell itself. Instinct: To learn

    • Inscribe an attack
    • Transform into a simple book
    • Cast an inscribed spell
    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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  • Acteon Group, Intelligent, Hoarder
    Shortbow (d8 damage) 6 HP 0 armor
    Close, Near, Far

    Acteon are human/stag hybrid thought to be descendants of a being cursed by the gods. They have the head and legs of a stag and the body of a human. Acteon delight in frightening and hunting down humans and others who infringe in their territory. They feast upon the roasted bodies of the fallen after a successful hunt. Each member of a hunting party takes something from their kill, usually clothing, jewelry, or weapons. They determine social status by the accumulation and display of these trophies. They do not attack on sight, instead inviting others to a meal and storytelling session. During the meal, they explain that their guests will be the prey and the hunt shall begin at midnight, giving them a few hours to get away. They enjoy the fear that spreads from this realization. Only the group that invited the guests are allowed to hunt them, unless the prey breaks the rules. If the prey escapes or defeats all the hunters, they have won free passage for nine days through the Acteon territory. Inspired by the Acteon in the Revised Mazes and Minotaurs Creature Compendium by Olivier Legrand at Legendary Games Studio Instinct: to hunt intelligent prey

    • Challenge Intruders to the Forest
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