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  • Neothelid Group, Gargantuan, Magical, Intelligent
    Worm Flail (w2d10+5 damage 3 piercing) 18 HP 1 armor
    Reach
    Special Qualities: Blindsight, Sense Teleportation, Psychic Flight, Telepathic

    The neothelid are ancient beings spawned in the days of yore by one of the outer gods from an union of it and some primordial worm creature. Blessed with strength, psychic powers, long lives and intelligence,neothelids seemed to be poised to be ruling their kind. But then, whatever blessing their parentage had bestowed ran out. Already rarely reproducing, many of their children began to be born as feral throwbacks to the original beings, the purple worms. Now, the neothelids desperately seek to cure their condition and prevent the slow decline of their species. Instinct: To save its kind

    • Breathe acid for D10 damage with the Acid Elemental, Group and Ignore Armour tags
    • Blast with psychic energy for D10 damage with the Forceful tag, bestowing -1 forward
    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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  • Dire Bat Group, Large, Stealthy
    Bat Gnaw (d8+1 damage 1 piercing) 10 HP 0 armor
    Special Qualities: Flight, Echolocation

    Dire bats a bats of great size, known to feed on sheep, goats and similarly-sized animals. Instinct: To eat

    • Flies silently
    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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  • Akata-X Horde, Large, Stealthy
    Slicing Bite (d6+3 damage 3 piercing) 7 HP 2 armor
    Special Qualities: Doesn't need to breathe, Deaf, Immune to cold, Resistant to fire

    Akata-X were created by the drow by infusing akata larva with the genetic sample of an outsider. These changes caused the new type of akata to grow a protective layer of crimson scales, grow a secondary set of front legs, the mouth to grow mandibles and become considerably bigger. On the other hand, the process seemed to sterilize them, but the drow were not interested in the alien chimeras multiplying out of control. Instinct: To multiply

    • Hibernate for long periods of time
    • Very quiet
    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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  • Hezrou Solitary, Large, Intelligent, Planar
    Calloused Knuckle (w[2d10]+1 damage 1 piercing) 20 HP 1 armor
    Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire, Darkvision, Telepathy, Horrible Stench, Amphibious

    The hezrou are sometimes referred to as the workers of Hell or the Abyssal blue-collars. This most likely makes most people think they're just some weak day laborers. But hezrous must expand Hell's cities into a deadly wasteland and work in the boiling mires of proto-flesh from which their brethren are born. While not trained for combat, they are built to last and have plenty of muscles under their skin to back up any threats they make. Instinct: To serve Hell's cause

    • Craft protoflesh
    • Can slowly shape the enviroment
    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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  • Apprentice of Magic Solitary, Magical, Intelligent
    A spell just out of reach of his capabilities (1d8 damage) 12 HP 0 armor
    Close, Ignores Armor, Far
    Special Qualities: Has the ability to cast really awesome spells. By accident.

    This is an Apprentice of Magic. He is drunk on magic, and throws spells around whenever he gets the chance. However, the spells doesn't always do what they're supposed to. Instinct: To use magic

    • Brag about all the spells he knows.
    • Cast a spell. See what happens.
    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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  • The Deceiver Solitary, Huge, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar
    Piercing tongue (d8+3 damage 1 piercing) 22 HP 1 armor
    Reach

    Many a beast are locked up in these dungeons. Some are kept for later use, because they can serve us well. Some are kept for what they know, because we may one day need it. Some are kept for what they've done, so they can serve their sentence. But there is only one cell within these walls that will never be opened. If the beast within is ever let out, it may never be contained again. There is no mind that can outwit it, no will that can best it, and then what good is all your might? We pray its captivity is the first thing we've done that it did not account for. Instinct: To scheme.

    • Use riches as bait.
    • Bend a mind to it's will.
    • Reveal its trap to turn the tides
    • Make them keep distance.
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  • Skin Hydra Solitary, Huge, Terrifying, Amorphous
    Biting (b[2d8+5] damage 1 piercing) 30 HP 2 armor
    Reach, Near
    Special Qualities: Regrow Heads, Amalgamation, Blood is Acidic

    The Skin Hydra created by the skinners to kill the Guardian of Sprite Instinct: To add to itself

    • Snake Around, Constrict
    • Bite
    • Spray Acid
    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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  • Solitary, Large, Magical, Planar, Terrifying
    (d10+4 damage 2 piercing) 20 HP 4 armor
    Forceful
    Special Qualities:

    Instinct:

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  • Caius Cosades Solitary, Intelligent, Cautious, Hoarder
    Akaviri Martial Arts (d10 damage 1 piercing) 12 HP 4 armor
    Close

    Caius Cosades is just an old man with a skooma problem. Instinct: To serve the empire loyally

    • Hold his skooma like a champ
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  • Stormtusk Solitary, Huge, Magical, Terrifying
    Tusks (d10+5 damage) 20 HP 1 armor
    Reach, Forceful

    Flattened trees mark the wake of this destructive force. The undisputed lord of the forest has no intention of preserving his kingdom. Some say the beast breathes fire, but that's only a rumour. The truth behind the scorched earth is far more terrifying... Instinct: to flatten

    • Make the earth tremble
    • Ignite the forest
    • Invoke the fear of primal destruction
    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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