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  • Revenant Heralds Group, Large
    Pecking (d6 damage) 18 HP 0 armor
    Reach

    Strange swarms of undead birds that seem to appear whenever a revenant is created. They seem only interested only in seeing the revenant's cause fulfilled, no matter what it is. As soon as the revenan has been satisfied, the heralds disapear again, though no one knows to where. Instinct: To eat the living and the dead

    • Distract
    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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  • Duergar Assassin Group, Small, Stealthy, Intelligent, Hoarder
    Poison Dagger (d8 damage 2 piercing) 6 HP 1 armor
    Close, Near
    Special Qualities: Can see in the dark

    While you are engaged by their brethren, ensnared by one of their traps or just stumbling through the darkness of their caves, the Duergar assassins will see you, but you will never see them coming. Instinct: to backstab

    • Attack from the shadows
    • Meld into the shadows
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  • Duergar Runecaster Group, Small, Stealthy, Magical, Organized, Intelligent, Cautious
    Chisel (d8 damage 1 piercing) 6 HP 1 armor
    Close, Reach
    Special Qualities: Can see in the dark

    The Duregar revere the powerful runes these runecasters chisel into stone, for they give them a deciding advantage in any dark and narrow space. Pray to never meet them in the deep caverns they call their home! Instinct: to protect their own

    • Glyph of Warding
    • Negate light
    • Turn invisible
    • Summon protectors
    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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  • N Solitary, Magical, Divine, Devious, Organized, Intelligent, Cautious, Planar, Construct
    Reality Damage (b[3w[3d10+4] damage) 22 HP 7 armor
    Close, Forceful, Ignores Armor, Near, Far
    Special Qualities: Immune to magic; Regrows limbs; Consumed memories

    Instinct: to help others forget

    • Wipe the slate clean
    • Open the minds of the weak
    • Shatter an environment
    • Call upon his flock
    • Consume the past
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  • Ghoul Packleader Solitary
    Claws (d10+2 damage 1 piercing) 20 HP 0 armor
    Close, Forceful
    Special Qualities: Infectious

    While just as feral as your common ghoul, the packleader has developed an animalistic cunning that allows it to gain some measure of control over its degenerate fellows. This makes them very dangerous. Instinct: Eat the living and the dead

    • Dig
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  • Ghoul Horde, Undead
    Claws (d6+2 damage) 11 HP 0 armor
    Close
    Special Qualities: Infectious

    Ghouls are living beings that have been transformed into undead beasts. Some ghouls were created through dark magic, but most modern ghouls were infected by other ghouls, which slowly transformed them. The process causes the mind to degenerate, making the ghouls become feral animals. Instinct: To eat the living and the dead

    • Dig
    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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  • Duergar Group, Small, Stealthy, Intelligent, Hoarder
    Battle axe (d8 damage 1 piercing) 6 HP 2 armor
    Close
    Special Qualities: Can see in the dark

    Duergar, also known as gray dwarves, are a subterranean race. They are close kin to dwarves, but with a diabolic taint to their blood. They now carve out their existence in the Underdark, often near volcanoes. Their kinship to surface dwarves can be compared to that of the drow to surface elves. Instinct: to show no mercy

    • Trap an unsuspecting victim
    • Set an ambush
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  • An Adjacency Group, Large, Devious, Intelligent, Planar, Construct, Terrifying
    chants, moans and admonishments (b[2d6] damage) 14 HP 4 armor
    Ignores Armor, Far
    Special Qualities: an incompatible ontology, off-its-leash, it should not be, not here, by the gods

    What we believe will kill us. What we believe will eat us alive and spit our bones into the metaphorical dust and in the land of the newly dead who knows what that might mean. Are these the beasts that took Eesha away from us? Do they come from Heaven? From Hell? From some place stranger still, crafted by the dream-prayers of entities that we cannot yet comprehend? What beautiful crystalline structures make them up, what brilliantly impossible angles. Instinct: to colonize the land of the dead with cosmic ideologies

    • exude energies of another place
    • change a thought, just one
    • know that which must not be known
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  • An Imperious Corpse Solitary, Intelligent, Cautious, Hoarder, Terrifying
    a weapon of legendary reputation (d12+2 damage 1 piercing) 16 HP 4 armor
    Close, Forceful
    Special Qualities: a countenance of darkness

    Some rare heroes (or villains) can, when they die, achieve a sort of celebrity in the badlands where the dead await their final reward. These folk carry their body, or a form something like it, into the darkness when they go, and carry all the weight of legend and myth on their backs. As you might imagine, this makes them cranky and expectant of a sort of respect when they're approached. Particularly, they desire the approval and memories of the living. If you can remember (and tell entertainingly) their own personal mythology, you might just be able to befriend one. Otherwise, expect to become another victory in their already infamous lists. Instinct: to demand respect and attention

    • block passage
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  • A Cluster of Desperate Spirits Horde, Stealthy, Organized
    a barrage of dour emotions (d6 damage) 3 HP 0 armor
    Close, Ignores Armor

    Where there's one, there's another. Where there's two, there's ten. A hundred then, before you can blink and a sea of these displaced souls all gnash their teeth and moan and weep for all they've lost. They can smell the life on you. Lick the vapours of the living lands from your skin while they debase themselves, desperate for a way back to the sweet delicious warmth you carry in your blood. Maybe if they ask again, louder yet, maybe promises will encourage you to take them home with you. If not, maybe a sharp knife of ghost-stuff slipped between your ribs would let that warmth out. Instinct: to find a way out of this horrible place

    • Clamour for aid or succour from the living
    • promise something that cannot be delivered
    • draw attention to the flickering heat of life
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