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  • Vrokarheim Garrison Horde, Intelligent, Cautious
    Halberd, Sword, Musket (b[2d8]+1 damage 1 piercing) 6 HP 3 armor
    Close, Reach

    The elite troops of Vrokarheim are equiped with halberds, swords and last but certainly not least an unique weapon that seems to fire tiny projectiles at an incredible speed with the use of some sort of alchemical reaction. Instinct: Follow orders

    • March into battle
    • Attack as one
    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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  • Marsher Group, Large, Devious, Organized
    Trample (d4 damage) 14 HP 1 armor

    Used by the Vrokarheim Guard to patrol crowded plaza's and events, these long-necked mammals with tall legs and amphibian features orginally inhabited the quagmire to the east. Both able to wade through deep water and reach the occasional lonely tree for sustenance. They are able to produce a high pitched noise to alert the herd to incoming danger, the guards of Vrokarheim have trained them to perform this noise on command to alert nearby patrols. Instinct: To survive

    • Wade through both crowds and water
    • Protect its rider from harm
    • Produce a deafening high-pitched scream to call for help
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  • Nightsworn Death Knight Solitary, Magical, Intelligent, Cautious, Terrifying
    Serrated truesteel blade (b[2d10+2] damage 1 piercing) 20 HP 4 armor
    Close
    Special Qualities: Ghastly visage

    Even the greatest of good can still be corrupted. A band of knights once rode out to slay an ancient evil, but they never returned. Now their mind has been altered and they zealously fight to protect the dead from the expansion of the living. They aren't evil. They don't enjoy killing. But it has to be done so the evil known as "life" can be stopped. Instinct: Protect the underworld from the living

    • Smother life and magic nearby
    • Slowly drain all life and magic from subject
    • Turn incorporeal or return to a solid form
    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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  • Living Shadow Horde, Intelligent, Hoarder, Planar, Construct, Terrifying
    Dark Claws (d6 damage) 3 HP 0 armor
    Hand, Ignores Armor
    Special Qualities: Can only be harmed by magic and magical weapons, Weakened in harsh light, Face of twisting shadows

    A creature summoned by a Shadowancer. Don't allow them to touch you, else you shall feel the touch of the darkness! Instinct: To drain life energy of living beings

    • Drain strength from its victims
    • Plague its victims with visions of the Shadow Realm
    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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  • Shadowmancer Solitary, Magical, Devious, Planar, Intelligent
    Shadow Bolt (d10 damage) 12 HP 0 armor
    Close, Ignores Armor, Near, Far

    Darkness. Always the darkness. Never ending darkness. I have seen it, young adventurers, i have become it. And now, i think, so shall you! Instinct: To spread darkness

    • Call forth darkness
    • Summon a living Shadow
    • Pull their sanity into the shadows
    • Retreat into the Shadow Realm
    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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  • Sharktipede Solitary, Huge, Terrifying
    Bite (d10+7 damage 1 piercing) 24 HP 2 armor
    Reach, Forceful
    Special Qualities: Amphibious , Wide range of motion

    The Sharktipede is an unholy amalgamation created by a deranged biomancer and released into the wild. Despite slow reproduction rates and solitary nature, their lack of natural predators and strength has led to a slow increase in their numbers. Their hunger poses incredible dangers to seaside fishing villages filled with delicious humanoids, but few are foolish or strong enough to hunt them. Based on the art by /u/Maximus_in_3D found here https://www.reddit.com/r/ImaginaryMonsters/comments/4qrxyp/sharktipede_by_me/ Instinct: To Eat

    • Sense blood
    • Rend
    • Breach
    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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  • Mx12 Mono-goose Group, Tiny, Organized, Construct
    Shredding Mono-filament wire (b[2d8] damage 2 piercing) 6 HP 0 armor
    Hand
    Special Qualities: Follows simple instructions from authorized personel

    The Mx12 Mono-goose is the ultimate cybernetic guard dog. each unit is small enough to be stored in its shoe box sized recharging booth and can patrol narrow shafts and crawlspaces as well as regular human spaces. Built like a metallic weasel the Mx12 is equipped with patches of mono-filament carbon wire that can score metal and separate flesh with ease. These devices are incredibly fast and can operate solo or as a team. smart enough to distinguish intruders and follow simple orders. Instinct: To tear into an intruder

    • Shred flesh
    • Shreaking alarm call
    • Patrol
    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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  • Alonsio "Demente" Romao - the Fungal Wizard Solitary, Magical, Devious, Organized, Intelligent, Hoarder, Amorphous
    Encrusted staff (d8 damage) 15 HP 1 armor
    Close, Reach
    Special Qualities: Fungal eyes all over head

    Alonsio Romao was a rather kindly old wizard dedicated to nature magic that has spend WAY too much time in an enchanted mushroom cave. Instinct: Bring all into its hive-mind

    • Cause growths and infections
    • Cast nature magic
    • Generate clouds of spores
    • Call upon fungal infected beasts
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  • Interlocutor Jabbari Solitary, Divine, Magical, Organized, Intelligent, Hoarder
    Voice of damnation (d10+2 damage) 12 HP 2 armor
    Close, Ignores Armor

    Interlocutor Jabbari is the leader of the Qadima heretics. Instinct: Triumph for his faith

    • Confound and distract
    • Cast many spells and incantations
    • Call in reinforcements
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  • Shamshabash, a Ghul of Granite Solitary, Large, Magical, Divine, Planar, Amorphous
    Massive fists (d10+2 damage) 29 HP 5 armor
    Reach, Near

    Shamshabash is a ghul of granite, who blocks the door to the Qadima heretical leader's chambers. Instinct: Block paths with unmoving bulk

    • Appear to be a mass of granite
    • Reshape its rocky substance
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