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  • Rhinoceros Solitary, Large
    Horn (d10+4 damage) 20 HP 1 armor
    Forceful, Close,

    The Rhinoceros is a massive creature covered in thick, armored hide. It stands at a towering height of over eight feet and possesses a large horn on its snout. Its muscular body is built for brute strength, and it exhibits a fearsome and aggressive demeanor.

    The Rhinoceros is fiercely protective of its territory and will aggressively defend it against any perceived threats. It will charge at intruders or creatures that encroach upon its domain, using its formidable strength and horn to attack and repel intruders. The Rhinoceros considers its territory as its own and is relentless in its defense, often becoming an obstacle for adventurers or individuals who venture into its domain, causing problems and confrontations.

    Charge: The Rhinoceros charges at its foes with incredible speed and force, aiming to impale them with its horn. This charge is a devastating attack that deals substantial damage and can easily knock enemies off balance or even send them flying.

    Thick Hide: The Rhinoceros boasts a thick, durable hide that provides natural armor against physical attacks. It is resistant to many forms of damage, making it challenging to harm through conventional means.

    Territorial Stampede: When the Rhinoceros feels threatened or enraged, it can summon its kindred from the surrounding area to join it in a stampede. The thunderous sound of their approach can cause panic and confusion among enemies, while the sheer force of the stampede can trample or crush anything in its path.

    Stubborn Resolve: The Rhinoceros possesses a relentless determination and an unwavering resolve. It is highly resistant to mental manipulation, such as charms or fear-inducing effects, making it difficult to sway or intimidate.

    Instinct: Defend its territory

    • Charge and gore
    • Summon stampede
    • Resist control
    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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  • Moose Solitary, Large, Cautious
    Antlers (d10+4 damage 1 piercing) 16 HP 2 armor
    Forceful, Reach

    The moose is an enormous creature, standing at least 10 feet tall at the shoulder. Its body is covered in shaggy fur, primarily shades of brown and gray, allowing it to blend in with its forested surroundings. Its large antlers span several feet wide and are adorned with sharp, pointed tines.

    Instincts: The moose, driven by its territorial nature and desire for dominance, seeks to establish itself as the supreme presence in its chosen territory. It relentlessly marks its territory, aggressively defending it against any intruders or perceived threats. The moose will charge at and attack creatures that encroach upon its domain, intending to assert its dominance and drive away potential rivals or challengers. Its actions can disrupt the balance of the ecosystem and cause conflicts with other creatures or even adventurers who venture too close to its territory. The moose's relentless pursuit of dominance can create problems and dangerous encounters for those who unwittingly cross its path.

    Abilities:

    Charge: The moose can build up incredible speed and momentum. It can perform a powerful charge attack, ramming into its target with its antlers, causing substantial damage. The charge is quick and difficult to evade.

    Trample: The moose possesses immense strength and weight. It can stomp the ground forcefully, causing the earth to shake and knocking back nearby foes. This ability can also be used to create obstacles or distractions in the environment.

    Nature's Resilience: The moose has a natural affinity with its surroundings. It can blend seamlessly into wooded areas, making it difficult to detect. Additionally, it has a strong resistance to nature-based magic and effects, such as spells that manipulate plants or weather.

    Bellow: When threatened or enraged, the moose emits a thunderous roar that can stun or intimidate nearby creatures. This can momentarily disorient foes or create an opportunity for the moose to escape or gain an advantage in combat. Instinct: to dominate

    • Charge and Gore
    • Trample
    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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  • Half-elven child Solitary, Small
    Bite (1d4 damage) 1 HP 0 armor
    Close

    Child victim of the local peasants who plan to burn the poor girl at the stake for being a "infidel" elf. Instinct: Desires escape

    • Cry
    • Pleads
    • Hides
    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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  • Inquisitor Solitary, Stealthy, Devious, Organized
    Dagger (d4 damage) 3 HP 0 armor
    Close
    Special Qualities: Fanatic

    An inquisitor was an official (usually with judicial or investigative functions) in an inquisition – an organization or program intended to eliminate heresy and other things contrary to the doctrine or teachings of a repressive faith. Literally, an inquisitor is one who "searches out" or "inquires" (Latin inquirere < quaerere, 'to seek'). Inquisitors sought out the social networks that people used to spread "heresy". There were accounts where the Inquisition could not tell who was a heretic or devout, and they were killed anyway. Instinct: Enforce doctrine

    • Spread terror to maintain order
    • Torture
    • Summon unstable mob
    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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  • Mercane Solitary, Magical, Stealthy, Intelligent, Hoarder, Planar
    Sword-cane (w[2d10] damage 1 piercing) 16 HP 4 armor
    Close

    Mercanes are tall, lanky beings resembling humans in shape, albeit with short bodies, exaggerated arms and legs, and blue skin. They are commonly found throughout the planes, buying and selling magical artifacts and trinkets. In fact, some grimoires even state that mercanes literally feed by exchanging money between parties, that they're markets personified... In any case, mercanes are fond of dressing in opulent clothing, though their fashion sense needs a bit of work. While they are certainly capable of putting up a fight, mercanes prefer to hire bodyguards and mercenaries instead of fighting on their own, relying on their warping abilities to get themselves out of trouble. Oh, yeah: they can do that. They also have access to an extradimensional space where they keep all the merchandise in. Helps with traveling without carrying a bunch of luggage. Instinct: To sell

    • Make an offer
    • Impress a potential buyer
    • Warp out of a fight
    • Pull something from seemingly nowhere
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  • Kemosh, Demon Lord of Slaughter Solitary, Large, Divine, Intelligent, Cautious, Planar, Terrifying
    Demonic maul (b[2d10+6] damage 2 piercing) 26 HP 4 armor
    Forceful, Ignores Armor, Near
    Special Qualities: Infernal visage

    One of many legendary demons to claim the title of "Demon Lord" is Kemosh, a violent being resembling a twisted blend of a warhorse and mastiff. Kemosh lays claim to a region of Hell known as the Infernal Battlefield, a place where demons, devils, and other evil beings from throughout the planes are locked in eternal warfare. Kemosh delights in wreaking havoc in this realm, carving a path of destruction through the battlefield and leaving many an infernal war machine in a scrapheap. Kemosh's mortal worshippers are fond of starting riots in cities, conspiring to get kingdoms to war against each other, and just straight up murdering as many people as they come across. The Lord of Slaughter cares not who spills blood in his name, only that it is done. Kemosh himself wields a colossal hammer named Skullcrusher, which he used to crush the skull of another fiend who formerly laid claim to his title. It is said by many a diabolist that whoever can defeat Kemosh in combat can claim Skullcrusher for their own, but be warned: the hammer has a tendency to corrupt the mind of its wielders, making them more like Kemosh himself... Instinct: To create war

    • Inspire others to violence
    • Call on the legions of Hell
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  • Undertow Solitary, Huge, Terrifying
    Paralyzing spines, serrated teeth (d10+4 damage 1 piercing) 25 HP 2 armor
    Reach
    Special Qualities: Bearing the face of the First Empress

    Beyond the picket fence of primordial sea anemone is Harpy territory. Know that as soon as your boot falls past those tentacles, you're being watched. An ancient predator lurks in the human debris. Undertow is a pet, but also the most feared and respected being for leagues. When it inevitably catches up to you, you're taken, dead or alive. Instinct: To capture assailants and bring them back to the Harpy Empress

    • To coil around you and squeeze
    • To paralyze you with its spines
    • To swallow you whole
    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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  • Death Dog Horde, Small, Terrifying
    Vicious twin bites (b[2d6+2] damage) 3 HP 0 armor
    Close
    Special Qualities: Carrier of the rotting death

    This creature appears to be a two-headed hound with rich black fur and yellow piercing eyes. Each head constantly drips a foul-smelling saliva. Death Dogs are nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands. Adapted from Tome of Horrors Revised Instinct: Hunt and Kill

    • Pack tactics
    • Maul
    • Overpower by numbers
    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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  • Desert Zombie Horde, Mindless, Terrifying
    Grasping rake attack (d4 damage) 7 HP 0 armor
    Close
    Special Qualities: Swim the desert sands, Horrific Visage

    Senmet sees and hears through the desert zombies, horrific undead that will relentlessly serve Senmet's commands, gliding under the desert sand as if it were water. When they rise, they rise as the legion of the dread sands, with relentless halting strides that bring terror to all. And they do so suddenly with no sound unless the dread moans are needed to instil horror and no odour of death or decay, so not even watchful animal companions can warn. Adapted from Touch of Death Instinct: Serve the whims of Senmet

    • Seize victims from beneath the sands
    • Unrelenting pursuit
    • Reach up through sand and grab legs of victim
    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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  • Warg (Dire Wolf) Group, Organized, Intelligent
    Bite (b[2d8+2] damage) 6 HP 1 armor
    Close

    The Warg, or Dire Wolf, is an animal with above-average intelligence and the capacity to wolfpack prey. While you're watching the big one, three smaller ones get you from the flanks. Don't run - you'll just die tired. Instinct: To harry prey

    • Track unceasingly
    • Howl for the pack
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