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  • Muck Lord Solitary, Huge, Divine
    Poison Needles (d10+5 damage) 24 HP 3 armor
    Reach, Far

    Lord of the Monster-Things. Driven to protect the Moor by the spirit of Finbaar the Cursed, and the hidden spirit of Kyume. Instinct: to Haunt the Moor

    • Rule the Rakers
    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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  • Muck Raker Group
    Maw & Claws (b[2d8+2] damage) 10 HP 1 armor
    Close, Near

    Muck dwelling demon, born of the Shards, infused by the spirit of the dead one, Finbaar the Cursed. Instinct: to rip, tear, and digest

    • Haunt the Moor
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  • Onix Panther Solitary, Magical
    Claws and Bite (1D8+2) 12 HP 0 armor
    Close
    Special Qualities: Its tail ends in a teethed sucker

    The Onyx Panthers are mystical creatures that inhabit the forests of Paranyx. They share a resemblance to black panthers, but what makes them distinct are their dark blue spots, which occasionally shine in shades of purple. These bright tones make their fur an impressive and enchanting sight for those who have the privilege of seeing them. However, their most striking feature is their tail, which ends in a suction cup with sharp teeth. This tail serves as a versatile and effective tool. In addition to being used as a weapon, Onyx Panthers have the unique ability to absorb magic from enchanted items or even from magic-users. This ability allows them to consume and store magic, making them formidable when it comes to facing magical beings or situations where magic plays a central role. An additional peculiarity is the ability to expel the magic they have consumed. However, this magic is released in a raw and unrefined form, often resulting in bursts of magical energy. Onyx Panthers use this ability as a defense mechanism against predators or intruders, creating surprising and unpredictable magical explosions. These creatures tend to be solitary, preferring the solitude of the dense forests of Paranyx. However, there are reports of rare specimens with two tails that can form temporary packs. Instinct: to consume magic energy

    • Deliver a deadly pounce
    • Unleash the magic it has consumed
    • Close its eyes to blend into the darkness
    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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  • Fish mutant Group, Divine, Terrifying, Amorphous
    (d8+2 damage) 15 HP 5 armor
    Close, Forceful, Reach
    Special Qualities: anfibio, mutante

    Instinct: Defender a su ama

    • Defender a su ama
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  • catfish Group, Small
    mordida (d6 damage 2 piercing) 6 HP 2 armor
    Close
    Special Qualities: anfibio

    Instinct: servir al profundo

    • Nadar y cazar
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  • Elaida Solitary, Divine, Organized, Intelligent
    golpe de ancla (b[2d10+6] damage 1 piercing) 22 HP 2 armor
    Close, Forceful, Near

    Instinct: Traer al profundo

    • Sacerdiotisa de las profundidades
    • llamar a los ciervos
    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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  • Triton cultista Group, Divine, Organized, Intelligent
    lanza de las prfundidades (b[2d6] damage) 10 HP 2 armor
    Close, Forceful
    Special Qualities: anfibio

    Instinct: Convocar horrores

    • Rituales a la profundidad
    • grito de guerra
    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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  • Key Serpent Solitary
    Constriction and Bite (d10+2 damage) 16 HP 2 armor
    Close, Forceful

    The key serpent is both the key and the monster. When held by someone living, the key transforms into the serpent and must be killed in order for it to transform back to a key. When in the form of the serpent it strives to kill the one who holds it. If released, it returns to the form of a key and heals all damage taken. Instinct: To kill interlopers

    • Constricts and Bites
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  • Swamp Yaga Solitary, Large, Stealthy, Magical, Intelligent, Terrifying
    Fetid Claw (d10 damage 2 piercing) 16 HP 1 armor
    Special Qualities: Needle Teeth and Gaping Smile

    The Swamp Yaga is a spindly, long limbed creature covered in tough leathery skin that dwells in the muck of a swamp and hungers for whatever flesh is youngest, most vulnerable, and most tender. The creature has eyes like bulbous balloons filled with oily swamp water, and its smile stretches from ear to ear and is filled with long needle like teeth. Despite its size, it can blend in perfectly in it's swampy home and easily hide from sight. Most often encountered when it ventures into nearby settlements, luring children into the darkness by mimicking their parent's voices. Instinct: To consume tender flesh

    • Lure a child into it's lair
    • Vanish Into the Swamp
    • Perfectly mimic the voice of a friend or loved one
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  • Myrmora Fellhammer Solitary, Organized, Intelligent, Cautious, Hoarder
    Fellhammer (b[2d10+4] damage 2 piercing) 16 HP 4 armor
    Close, Forceful, Messy

    "... and that is why I name you, Myrmora Fellhammer, my regent in Darkmoss. For your implacable will, you shall be the southern shield for this kingdom. For your indomitable might, you will be the King's justice. For your leadership and bravery, your word will carry the weight of my own. Tame the wilds of the Shifting Marsh, and stand as a bulwark against the slavering hordes that fill it." -- King Ga'el Anakalathai, the Skyrender! Instinct: Enforce order.

    • Use force to bring somone back in line.
    • Loudly place a bounty on the threat
    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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