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  • Great White Shark Solitary
    Bite (d8 damage 1 piercing) 5 HP 0 armor
    Close, Near
    Special Qualities: Aquatic

    Dangerous sea creature Instinct: Hunt Prey

    • Swim
    • Bite
    • Loves "Shark Week"
    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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  • Nosferatu Solitary, Intelligent
    Fangs (d6+2 damage 1 piercing) 12 HP 0 armor
    Close, Forceful, Near
    Special Qualities: Undead, Slow

    A rotting corpse that pursues the living. Does not transfer its vampiric curse unless its blood is consumed. Instinct: Drain the living

    • Drink blood
    • Destroyed by Sunlight or Stake
    • Cannot cross moving water
    • Must rest on earth from homeland
    • Active only at night
    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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  • Sea Elf Group, Organized, Intelligent, Cautious
    Trident (w[2d6] damage) 6 HP 3 armor
    Close, Near
    Special Qualities: Amphibious

    Friendly, charming folk that often help shipwrecked adventurers. Instinct: Charm with beauty

    • Roam the oceans
    • Vanish suddenly
    • Often will ride a dolphin
    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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  • Ethereal dragon Solitary, Huge, Intelligent
    Fire breath (b[2d12+7] damage) 20 HP 2 armor
    Reach, Forceful, Far

    dragon Instinct: Burn things

    • fire breath, hack and slash with claws
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  • Lovecraft Zoog Group, Tiny, Stealthy, Devious, Organized, Intelligent, Planar
    Bite (d4 damage) 2 HP 0 armor
    Close
    Special Qualities: Refugee from the Dreamlands, Can Detect Invisible

    Spiteful, nasty creatures with a taste for the flesh of sentient beings, zoogs lurk in the shadowy, moldering places of the world. Often mistaken merely for otherworldly animals, zoogs possess base intentions and vicious demeanors that set them apart from lowly beasts. Congregating in loose, tribal societies, these sinister creatures claim the depths of dark woodlands or moldy forests as their homes, favoring lands where the boundaries between worlds and planes grow thin and strange creatures—not unlike themselves—slip between reality's cracks. Although lone zoogs shy away from attacking larger creatures, when zoogs outnumber an invader they launch deadly ambushes, leaping from sagging boughs and hidden dens to swarm foes. Only strangers with quick tongues and items that appeal to zoogs' interest in magical curiosities might manage to barter for safe passage through zoog territory. While many victims of zoog attacks are consumed on the spot, some less fortunate few are dragged back to the mystical, strangely carved stones that mark the center of zoog communities. There, such captives become the doomed focus of strange ceremonies before being sacrificed to the zoogs' depraved deities. Commonly, zoogs eat fungi and plants, but they also have a taste for the meat of sentient creatures, treating the butchering and consumption of such beings as a rare privilege. Zoogs also detest cats, and go to great lengths to slay felines of any sort and devour them. Instinct: Devour

    • Sneak
    • Ambush
    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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  • Solitary, Tiny
    (d10-2 damage) 12 HP 0 armor
    Hand

    Instinct:

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  • Bertio Solitary, Divine, Intelligent
    A lucky break (b[2d10+4] damage 1 piercing) 18 HP 3 armor
    Close, Forceful

    Instinct: to be the hero

    • Survive purely by fortune
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  • Three Headed Hell Hound Solitary, Planar
    Bite from each head. (d6+1)x3 12 HP 1 armor
    Close

    Three heads. Chained. Spitting fire which burns normal arrows from middle head. Instinct: To defend, to act like a normal dog

    • Each head deals seperate 1d6+1 damage
    • When it dies, the body bursts into flames, damaging all nearby (avoid danger)
    • Heads can be chopped off
    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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  • Shadow Group, Stealthy, Intelligent, Terrifying, Amorphous
    Dark Touch (d6 damage) 17 HP 3 armor
    Close, Ignores Armor
    Special Qualities: Dark Being

    Supressed parts of a person's personality that ripped itself away at the moment of death. Now it seeks a host so that it may live the life it feels like it was never allowed to. Instinct: To gain a host

    • Posess
    • Mimic Shadow
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  • Aasimar God Caller Solitary, Divine, Intelligent, Hoarder
    Divine Arms (b[2d10+2] damage) 14 HP 4 armor
    Close

    Aasimar God Callers use their close connection with the divine to channel large amounts of divine power, much more than normal people could. Instinct: To do their deity's bidding

    • Call down the wrath of their deity
    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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