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  • Ordernskrigare Group, Intelligent
    Yxattack (d8+2 damage 1 piercing) 6 HP 2 armor
    Close

    En krigare av Svarta stjärnordern. Har tränats och hjärntvättats av ordern för att bli en skicklig krigare de kan använda sig av för att uppnå sina mål. Instinct: Förgöra eller fånga de som motsätter sig Svarta stjärnordern

    • Attackera med tvåhandsyxa
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  • Mastermind Brother Horde, Organized, Intelligent, Artificial
    Fists or weapons (d6 damage) 4 HP 0 armor (1 armor with gear)
    Close, Near
    Special Qualities: Swim and breathe water, Above-Average Endurance and Resistance to Pain

    The Mastermind Brotherhood is a spawned collection of identical humanoids. They serve the Mastermind Beast as guardians and spies. Birthed by the Beast after it has gathered genetic information on a sentient creature, a Mastermind Brother is almost indistinguishable from it's genetic parent. Though originally ignorant of local (or species) customs, the more information that the Brotherhood gathers about a group or territory, the more like real people they appear. They share a telepathic bond with their Beast-mother and with each other, though information does not pass between them instantaneously. Instinct: to gather information

    • Defend the Beast
    • Call its Brethren
    • Drag someone away
    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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  • Mastermind Swarm Horde, Tiny, Organized
    Bite (d6 damage 1 piercing) 3 HP 0 armor
    Hand
    Special Qualities: Swim and breathe water

    These vicious little bastards are fanged tadpoles the size of a fist. They swarm creatures in water, biting off chunks -- some to eat, some to return to their brood mother, the Mastermind Beast. Genetic material they gather can be used to create hybrid creatures. If wounded, they release alarm chemicals into the water that quickly spread, alerting even more of the tiny horrors. Avoid the water. Instinct: to nip off a piece to return to the Mastermind

    • Bite, bite, bite
    • Wounds release alarm chemicals
    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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  • Mastermind Beast Solitary, Large, Stealthy, Magical, Devious, Intelligent, Planar, Terrifying
    Armored Pseudopod (d10 damage) 16 HP 2 armor
    Reach, Near
    Special Qualities: Swim and breathe water

    This creature is From Beyond, sent to this plane of existence as a harbinger of the coming of the Gods Before Time. Semi-aquatic, it spawns thousands of fist-sized biting tadpole-horrors, which swarm the surrounding waterways. They retrieve parts of unlucky creatures and return them for genetic assimilation. The Beast can then give birth to seemingly-normal versions of the absorbed creatures. If the victim was an intelligent being, then the Beast forms pale likenesses and sends them out to get information and new genetic material. The Beast appears as a mound of armored flesh, with multiple pseudopods, eyes, and mouths. Instinct: to expand its influence

    • Command its minions to attack
    • Misdirect with the Brotherhood minions
    • Telepathic control at great distance
    • Exert its vast, alien intelligence
    • Stun an opponent with visions of madness
    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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  • Shoggoth Group, Huge, Intelligent, Construct, Amorphous
    Chaotic Tide (b[2d10+3] damage) 25 HP 4 armor
    Reach, Ignores Armor
    Special Qualities: Immune to being blinded, cold and sound, Resist acid, electricity and fire, Chimera

    Shoggoths are ancient, artificial beings, most of the created eons ago as slave labor by an unknown race. When the shoggoth's grew intelligent, they rebelled, slew the creators and seeped out to find their own place in the world. Certain rituals can create shoggoths, but those born this way tends to be as mindless as the shoggoths initially created long ago. Instinct: To be free

    • Emit a maddening cacophony, which can cause the confused debility
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  • Lizardfolk Horde, Intelligent
    Spear (d6 damage 1 piercing) 3 HP 2 armor
    Close, Reach

    Lizardfolk are reptilian humanoids. They are most at home in warmer climates and swampy environs, where they thrive. They are known for the great hunters, their community and their frequent protests for the preservation of nature. Instinct: To protect its tribe

    • Hold its breath for a long time
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  • Chaos Beast Solitary, Devious, Planar, Amorphous
    Unstable Growths (d8 damage) 23 HP 2 armor
    Close

    Chaos beasts are bizarre beings not of this world. Chaos incarnate, they can barely be described as having form, constantly shifting, growing and shrinking, a horrible condition they can pass on to others. If they are even capable of having an agenda, no one knows what it is, as the unnatural beings seem wholly incompatible with conventional reality. Instinct: ???

    • Recover instantly from transformation
    • Infect a creature with chaos, causing the confused and shaky debility
    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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  • Nabasu Solitary, Magical, Intelligent, Planar
    Black Dagger (b[2d10] damage) 12 HP 0 armor
    Close
    Special Qualities: Immune to electricity, stun and poison, Resistant to acid, cold and fire, Darkvision, Telepathy, Flight

    Nabasu are demons specifically created to go to the mortal world on a mission. Uniquely, they can enhance and empower their body by devouring corpses, improving their abilities as necessary on the go. This limits the need for them to return to the Abyss to have their body altered in case a problem arises. Instinct: To grow

    • Consume a corpse
    • Grant -1 forward with its gaze
    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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  • Spider Eater Horde, Large, Devious
    Stinger (b[2d4]+1 damage 4 piercing) 7 HP 3 armor
    Spider Bane
    Special Qualities: Hard to catch

    Spider eaters are large insects. Their name comes from their preferred diet, giant spiders. The oversized arachnids are also favored for another reason, as spider eater eggs must be injected into a live host, which the young devours upon hatching. But when there's no spiders to be found, the insectoid creatures gladly go for other prey. Instinct: To breed

    • Implant its egg in a paralyzed target
    • Inject paralytic venom
    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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  • Ankheg Group, Large
    Acid Covered Mandibles (d8+2 damage 2 piercing) 10 HP 3 armor
    Acid Elemental
    Special Qualities: Darkvision, Tremorsense

    Ankhegs are vicious predatory insects that hunts just about anything that steps foot in their territory, dissolving their prey with gobs of acidic goo. Instinct: To eat

    • Spit acid with the Acid Elemental and Ignore Armour tags
    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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