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  • Gluttony-Cursed Lamia Horde, Devious, Intelligent, Hoarder
    Hunting rifle (d4+2 damage 2 piercing) 3 HP 0 armor
    Close
    Special Qualities: Flight

    Gluttony-cursed lamias are descendants of an ancient empires, their ancestors cursed for the sin of gluttony. As a result, their warped bird-like bodies are plagued by constant hunger. Their organs are ineffecient and wasteful at absorbing nutrients, with most just passing through. As a result, these flying mutants have to constantly eat in order to survive. Instinct: To feed

    • Snipe
    • Rake with diseased claws
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  • Cloud Giant Horde, Huge, Intelligent
    Avalanche Blaster (d6+7 damage 1 piercing) 11 HP 2 armor
    Reach, Forceful, Near, Far
    Special Qualities: Levitation

    Cloud Giants are bonded with spirits of the air and often live in areas that bring the close to the sky, such as mountains. Some even master teh art of cloudshaping, creating flying fortresses driven by the elemental forces that they're fused with. Instinct: To aid clans

    • Hurl Rocks
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  • Wendigo Solitary, Large, Magical, Stealthy, Intelligent, Terrifying
    Rending claws (b[2d12] damage) 20 HP 4 armor
    Special Qualities: Flight, Horrifying howl

    The will to survive can lead people to desperate measures. Out in the cold, unforgiving reaches of the world, the mettle of mortals are often tested. And sometimes, in the coldest of winters, during the harshest of blizzards, everything fades under the intense need to survive. Such people, having shed their humanity, mortality and very soul on the altar of persistence, sometimes transform into the horrifying spirit beings called wendigo. Instinct: To spread cannibalism

    • Haunt people with cannibalistic urges, causing confusion
    • Turn into snow
    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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  • Treant Group, Huge, Magical, Intelligent
    Smash (d10+5 damage 2 piercing) 18 HP 1 armor
    Reach, Forceful

    Treants are ancient beings, long-lives sapient plants. Capable of living for millenia, they take things slowly most of the time, moving at a pace befitting for a tree. But when their belowed woodland is in danger, these peaceful, lumbering giants lurch into action with unmatched ferocity. Instinct: To protect the woods

    • Talk with plants
    • Animate trees
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  • Shemhazian Solitary, Huge, Stealthy, Intelligent, Planar
    Massive claws (b[2d10+7] damage 4 piercing) 28 HP 1 armor
    Reach, Forceful

    Shemhazians are fearsome demons, created to hunt down and eradicate troublesome targets, especially in out in the dangerous wastes of hell. Thus they are sometimes reffered to as the rangers of the netherworld. Instinct: To serve Hell

    • Weaken with a bite
    • Track prey
    • Paralyze with a glare
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  • Ice Dragon Solitary, Huge, Divine, Intelligent, Cautious, Hoarder, Terrifying
    freezing breath (b[2d12+9] damage 3 piercing) 30 HP 6 armor
    Reach, Forceful, Near
    Special Qualities: flight, immune to cold, awesome in the classical sense

    The four ice dragons come from the northern Frosthylle, where they've slumbered for centuries. Now the Winter Queen has awakened them, to help usher in the endless winter. Instinct: to subjugate

    • Rain frozen death from the skies
    • Force lesser creatures to cow before it
    • Devour enemies 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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  • Raging Executioner Horde, Intelligent, Construct, Magical
    Executioner's Axe (d6+2 damage 2 piercing) 7 HP 3 armor
    Close, Forceful, Reach

    Enhanced raging ones, the raging executioners are even better shock troops. While still always just a moment from going batshit crazy, they have the presence of mind to understand weaponry and armory and how to use both the reduce their enemies to liquid smears. Instinct: To rip and tear

    • Go Berserk
    • Use Pyromancy
    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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  • Horde, Magical, Intelligent, Construct
    (d6+2 damage 2 piercing) 7 HP 3 armor
    Close, Forceful, Reach
    Special Qualities:

    Enhanced raging ones, the raging executioners are even better shock troops. While still always just a moment from going batshit crazy, they have the presence of mind to understand weaponry and armory and how to use both the reduce their enemies to liquid smears. Instinct:

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  • Iron Golem Solitary, Large, Construct
    Crushing blow (d10+4 damage 2 piercing) 24 HP 3 armor
    Forceful
    Special Qualities: Ward 3 against non-lightning spells, Construct

    Iron golems have been compared to living suits of armour, which would be true except suits are hollow. These near unbreakable behemoths are both sluggish and cumbersome, but hits with the force of a freight train, shattering armor, limbs and bone. Instinct: To serve creator

    • Break things
    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 Group, Divine, Magical, Intelligent
    Sacrificial Dagger (d6+2 damage) 6 HP 1 armor
    Close

    A member of a sacrificial cult, this person changes people into lifeless husks for their god. Their power detracts from their life force, so they aren't as strong as the normal man. Instinct: to sacrifice for a god

    • Sacrifice
    • Possession Spells; CON check
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