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  • Kelpie Solitary, Stealthy, Terrifying
    Fins (d8 damage) 12 HP 0 armor
    Close
    Special Qualities: Breath underwater

    This hideous humanoid creature has slimy, transparent skin; webbed, humanoid hands; and a snaggle-toothed, horse-like face. Instinct: protect magic waters

    • Change to a horse, human or hippocampus
    • Appear as a maiden in distress
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  • Swan Maiden Solitary, Magical, Intelligent
    Rapier (d10 damage) 12 HP 2 armor
    Close
    Special Qualities: Swan wings

    This tall, regal woman is clad in a long cloak of pristine white swan feathers and silvery armor with a winged helm. Instinct: protect unspoiled wilds

    • Become a swan
    • Conjure illusions
    • Summon nature's wrath
    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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  • Tophet Solitary, Large, Construct
    Bite (d10 damage) 20 HP 3 armor
    Special Qualities: Immune to fire

    A distended metal maw filled with blunt, sculpted teeth stretches across the upper portion of this rotund iron effigy. Instinct: Protect the masters domain

    • Imprison intruders within its belly
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  • Fomorian Group, Huge, Magical, Organized, Intelligent, Terrifying
    Club (d8+5 damage) 14 HP 1 armor
    Reach, Forceful

    Fomorians are usually found in caves, abandoned mine shafts, or like areas, decorated by the half-eaten remains of their last meal. The strongest fomorian rules over the rest, and women and children are treated no better than slaves. Violent acts are commonplace. Captives are usually tortured for their captors' amusement, then eaten. Instinct: Enslave the weak

    • Frighten with an evil-eye
    • Cause deformities with a curse
    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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  • Clockwork Door Mimic Solitary, Large, Stealthy, Intelligent, Hoarder, Amorphous
    Blades (d8+3 damage) Darts (d4+2) 18 HP 4 armor
    Hand

    Instinct: Take a toll

    • Toothed Locks
    • Ventriloquism
    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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  • Tyranthraxus Solitary, Magical, Organized, Intelligent, Hoarder, Planar
    Aura of Flame (d12 damage, ignores armor) 19 HP 5 armor
    Close
    Special Qualities: Insubstantial

    Instinct: To subjugate and destroy

    • Gather and lead an army
    • Possess the weak of will
    • Inspire frenzy
    • Abandon a dying host
    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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  • Hellknight Group, Intelligent
    Pike (d8+2 damage) 10 HP 3 armor
    Close, Reach, Near

    The Hellknights are an order of law enforcers interested not so much in the social goodliness and charity typical of paladins but in the foundation and stringent maintenance of order. Instinct: To maintain order with an iron hand, and punish the unlawful

    • Advance without mercy
    • Call for reinforcements
    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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  • Mace, Orc High Priest Solitary, Divine, Organized, Intelligent
    Massive Iron Mace (d8+4 damage) 14 HP 2 armor
    Close

    Instinct: Sacrifice to the Blinded God

    • Make a sacrifice and grow in power
    • Inflict profane wounds
    • Call forth the faithful
    • Smash through something
    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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  • Demon of the Void Solitary, Huge, Magical, Planar
    Claws (b[2d12+7] damage 1 piercing) 24 HP 6 armor
    Reach, Forceful, Ignores Armor, Near

    When they first accept the offer to join the Void, they begin to shed their human-form, becoming less and less human. Eventually, they are stripped down to a hard, winged husk similar to a bat, which becomes their 'true-form'. Instinct: to do as its Master wishes

    • Spawns from a portal to decimate enemies of its Master.
    • Mentally manipulates humans
    • Spawn minions from the void
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  • Sea Witch Group, Stealthy, Magical, Intelligent, Hoarder
    floating just beneath the water's surface, then drowning unsuspecting travelers by overturning boats, or dragging them under swifly and silently. (b[2d6] damage) 10 HP 2 armor
    Close, Ignores Armor, Near

    "From beneath the waves they came for mankind. Wishing only to feed the beasts below, they watched and waited. Sinking their fingers into the legs of unwary travelers and dragging them down, down and into the dark." Instinct: It wants to feed the monsters of the deep.

    • drown people
    • Melting into the surrounding water.
    • Can manipulate sea water from long distances, causing floods and using the water like hands.
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