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  • Horse Ram Abomination Solitary, Large
    Hooves, Gore (d6 damage) 16 HP 1 armor
    Special Qualities: Double Damage on charge with Gore

    The ungodly fusion of a Horse and Ram, acts similarly to a very fast, very agile bull, running enemies through with its horns before driving them to the ground and stomping on them. Instinct: Destroy Life

    • Gore
    • Hoof Stomp
    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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  • Screaming Cat Abomination Solitary, Tiny
    (d6-2 damage) 8 HP 0 armor
    Claw
    Special Qualities: Large spikes in back

    This small orange-and-black tabby seems initially unassuming, but on closer approach, will give a deafening screech before extending spikes ridged down its back and attacking with either its long, retractable claws Instinct: Destroy life

    • Deafening Screech
    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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  • Child/Wolf Abomination Solitary, Large
    d8 damage 24 HP 2 armor
    Special Qualities: Resistant to cold (50%)

    Made from the ungodly fusion of an Icewolf and kidnapped children, this creature fights to the death and seeks only to destroy life. The heads of the children protrude from its hide, and will talk during battle, sometimes only to banter, sometimes to beg for help, sometimes to cry out in pain. Every head can exhale the icy breath of the wolf. Instinct: Destroy life

    • Scream for mercy
    • Icy breath (2d4, ignores armour, slows)
    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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  • Ice Wolf Pack, pair, Large
    Claws, Fangs (d8 dam) 19 HP 1 armor
    Special Qualities: Immune to natural cold, resistant to magical cold (75%)

    These massive wolves, despite appearances, are relatively passive unless their territory is encroached upon, or offspring are involved. They will not typically attack humanoids. They remain in packs, but pairings of mothers and fathers will go off to raise pups on their own. Instinct: To protect territory and young

    • Females have a lethal icy breath (2d4 dam, ignore armour, slow)
    • Males have larger claws (+2 dam)
    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 great arm Solitary, Huge, Terrifying
    Smashing things on the ground (d10+7 damage) 28 HP 0 armor
    Reach, Forceful
    Special Qualities: Uncanny

    Its just a huge arm, its connected to the ground, but there is nothing underneath, its not part of something larger. It doesnt really "see", but it feels and smashes anything larger then a dog withing its reach. If something flies above it, it will grab and crush it, and if it doesnt crush it will throw it away at full force, most things land hundreds of meters away, falling to thier death. Instinct: To use its strength

    • Throw, smash, crush
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  • Solitary, Large, Cautious
    (b[2d10+2] damage 1 piercing) 20 HP 6 armor
    Forceful, Ignores Armor, Far

    Instinct:

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  • Krathorn, the Great Flame Wyrm Solitary, Huge, Magical, Divine, Intelligent, Cautious, Hoarder, Terrifying
    Claws (b[2d12+9] damage 4 piercing) 30 HP 7 armor
    Reach, Forceful, Near, Far
    Special Qualities: Wings, Iron Scales, Teeth like blades

    One of the last of the great flame Wyrms, Krathorn is older than many civilizations. What does he who has everything wish for? Godhood. After he arranged for the death of his rival great wyrm, Krathorn took advantage of the power imbalance, and is in the process of a frantic power grab. "Who would be more deserving, to take on a divine throne? All hail lord Krathorn! Let your flame purify those who would rise against you!" - High Priest of the Cult of the Flame Wyrm Instinct: to ascend

    • Incinerating breath
    • Inferno
    • Tail whip
    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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  • Shadowhound Group, Stealthy, Planar, Terrifying
    Jaws, flaming breath (d8+2 damage 1 piercing) 6 HP 0 armor
    Close

    Supposedly coming from the same realms as the Hellhound, the Shadowhound differentiates itself by relying on stealth rather than pure attack. When it has time to acclimate to an area, it will create a veil of pure shadow in it. The area will become pitch black, so much so that adventurers will not even be able to see the torch they are holding in front of them. The last thing they are likely to see is the flames sprouting around the lips of the beast as they prepare for the kill. That is likely too late, meaning that adventurers are advised to keep their other senses open whenever darkness overtakes them. Instinct: To stealthily kill.

    • Bites with jaws of fire
    • Create an area of shadow
    • Sense the life essence of prey.
    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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  • Trash Golem Solitary, Construct
    Fists (d10+2 damage) 12 HP 0 armor
    Close, Forceful, Near
    Special Qualities: Magical construct

    A walking rubbish heap, this roughly man-shaped creature seems to be barely holding itself together. Trash golems are magically assembled from trash and spare parts, and often leave trails of garbage in their wakes. Instinct: Smash!

    • Attack intruders
    • Obey master
    • Guard
    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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  • Ghoul, Nehwon Group, Cautious
    Axe strike (d8 damage) 6 HP 2 armor
    Close, Ignores Armor
    Special Qualities: Transparent Flesh makes difficult to hit

    These Newhon humanoids are almost totally transparent, save for their pinkish skeletons. Their unsavory diets make them unpopular with other races, but they rationalize cannibalism as an act of kindness by which muddy-fleshed humans are transformed into superior, crystal flesh.Ghouls never wear clothing nor any armor beyond the most minimal weapons-harness.Ghoulish fighters may use any weapon, but seem to have a preference for two-handed axes.The transparent nature of ghoul flesh makes it harder to locate their vital spots. Nehwon ghouls live in a great city on the shores of the Sea of Monsters, emerging periodically to make war upon human cities. They have very little fear of death – in Fafhrd’s opinion, this was because they were so close to skeletons that actually dying was only a short step away. Ghouls consider themselves paragons of civilization and enlightenment. Other races need to be civilized by being eaten. Humans are referred to as “mud-men” since ghouls consider normal flesh muddy and impure. Ghouls can occasionally overcome their cannibalistic natures to join human adventuring bands. They can be overbearing at times as they consider themselves more civilized than lesser, “barbaric”, races. Ghouls generally consume only the flesh of animals, but consider humans and other intelligent races to be a delicacy (consuming another ghoul is considered, at best, rather poor behavior). Instinct: Raid and consume lesser races

      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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