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  • King Legrand I Gautier Solitary, Stealthy, Divine, Intelligent
    Longsword (b[2d10+2] damage) 16 HP 3 armor
    Close, Ignores Armor

    Instinct: To reunite with a loved one

    • Divine Authority
    • Blame another
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  • Rift Priest Solitary, Magical, Intelligent, Terrifying
    mutant limbs (d10 damage 2 piercing) 16 HP 2 armor
    Close, Reach

    Instinct: to open wide the World Rift

    • weave a spell to confuse and terrify
    • mutate its form in strange, deadly ways
    • serve the will of the Rift-Beasts
    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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  • Cultist of the Rift Horde, Small, Magical, Organized, Intelligent, Hoarder
    wicked blades (d6 damage) 3 HP 0 armor
    Close

    A zealous believer that creatures that have climbed out of the World-Rift are godlings and that their true master lies deep beyond the rift, waiting to be awoken and called forth Instinct: open wide the worldrift

    • strike from the shadows
    • sacrifice life for strange power
    • swarm intruders in the temple
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  • Skeeblin Group, Small, Construct
    piercing bite (d8+2 damage 2 piercing) 6 HP 3 armor
    Close
    Special Qualities: hovering flight, aerial avoidance, a grotesque goblin mutation

    It's immediately obvious that skeeblins aren't some natural variety of atrocity, but are instead an intentional transgenerative mutation of goblins mixed with some sort of midge or mosquito. As such, they resemble grotesque, bug-eyed goblins with a slimy black carapace, and a set of obnoxiously loud wings. Worst of all, they have a saber-sharp proboscis where their nose should be, which seems to be their tool of choice when deciding to attack and bleed out any warm-blooded creature. Usually found in small swarms, they don't venture far from their boggy, humid dens, and are rarely found without some other goblin infestation nearby. Who bred these horrors is anybody's guess, but they're a terrible nuisance to livestock. Instinct: To drink blood dry

    • Buzzes or scampers out of reach
    • Lunge and sting
    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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  • Colofameed, the Knight of Heat Solitary, Large, Divine, Magical, Intelligent, Hoarder, Planar, Amorphous
    Burning and scalding (d12 damage) 25 HP 6 armor
    Reach, Ignores Armor, Near

    Colofameed is a guardian at the doors of Gariksokadron's palace. Instinct: To ensure Gariksokadron is undisturbed

    • Radiate fierce heat
    • Block any attempt to pass it by
    • Melt even the most magical things
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  • Caterzang, the Squire of Ash Solitary, Large, Magical, Intelligent, Hoarder, Planar, Amorphous
    Flames and Smoke (b[2d12+2] damage) 19 HP 2 armor
    Reach, Ignores Armor, Near

    Caterzang is one of the two guardian elementals of Gariksokadron's palace. Instinct: To serve the Murderer of Smoke

    • Burn to a crisp
    • Ward with fire and smoke
    • Resist all control except for Gariksokadron's
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  • Zolot the Gatekeeper Solitary, Huge, Stealthy, Divine, Intelligent, Planar, Terrifying
    Black-barbed Fangs (d12+7 damage 2 piercing) 22 HP 1 armor
    Reach, Forceful
    Special Qualities: Visage of a maddened dog

    Children these days are too cynical. No matter how many stories you tell them, they always think you're just being silly; that you're making things up. Never do they believe, for even a second, that such fantastical tales could possibly be true. So let me hear it from you then. Where do you think then sun goes after it crosses the horizon? What's that? It lights up the other side of the world? Don't be ridiculous! Though I must admit you're not too far off. When the gods are done for the day, and have pulled the sun to the horizon, even they need a rest. And there to pick up the torch is Zolot, a great hairy serpent with the head of a rabid dog. He gobbles up the sun and carries it with him through the black gates of death: the very gates he's sworn to guard. On the other side, he flies across the skies, shining light from his gullet upon all the damned that once were. No I'm not making this up! You can check for yourself! Can you ever find the sun after it has set? No? I didn't think so! Instinct: To guard the gates

    • Devour the souls of the dead
    • Offer a faustian bargain
    • Bend the dead to its will
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  • Fungal Dire Crocodile Solitary, Large
    Massive Jaws (d10+4 damage) 20 HP 3 armor
    Forceful

    Instinct: To Spread its Infection

    • Drag someone Under
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  • Myconid Redcap Group, Small, Devious, Amorphous
    Spikey Fist (d6 damage) 9 HP 1 armor
    Close
    Special Qualities: No Ears or Eyes

    Instinct: Protect the Hive!

    • Spread unwholesome Spores
    • Inflict Disease
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  • Kobold Rocker Horde, Small, Organized, Intelligent
    Improvised Shank (d4 damage) 3 HP 0 armor
    Close

    Instinct: To crush adventurers for Ruby!

    • Dogpile an Adventurer
    • Cry for Help
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