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  • Fire Serpent (Shipper) Group, Small, Devious
    Body Slam (d6 damage 2 piercing) 6 HP 0 armor
    Close
    Special Qualities: Immune to Fire

    This Fire Serpent collects and melts the rocks that the workers collect, then it separates it nutrients into its nutrient sack, then vomits it into the queen to feed her. These don't have the ability to protect themselves as well but their bodies bodies can heat up up to 400 degrees Celsius, capable of melting any weapon or armor. Causing these enemies to the tricky to kill and collect their valuable organs Instinct: Protects and Feeds the Queen

    • Feeds the Queen
    • It melts any armor, except magic armor(-1 to armor after each attack)
    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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  • Fire Serpent (Defender) Group, Small, Devious, Organized
    Fangs (d4 damage) 6 HP 2 armor
    Close
    Special Qualities: Resist Fire

    These fire Serpents protect the colony, They focus their combustible liquid in their fangs to create heated fangs of about 300 degrees Celsius that can tear through almost any metal. This powerful creature attack any opponent that tries to harm it's colony. They attack in small groups and if reinforcements are require they take out a powerful hiss that can echo through the entire cave calling to their other brethren to help Instinct: to defend colony

    • Hot Fangs (-1 armor after each attack)
    • It Melts and Destroys all kinds of Armor (except Magical)
    • Serpent Hiss
    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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  • King Kilax Solo, Large, Magical, Organized, Terrifying
    Fire Sword (b[2d10+2] damage 1 piercing) 24 HP 3 armor
    Forceful
    Special Qualities: Demon

    King Kilax is the lord of the Firelands. He calls upon the Fire Hounds for support. He attacks with all things fire. Instinct: To burn

    • Fire Storm: Rain of Fire, Fire Swarm. Fire engulfs targets
    • Anything with fire
    • Release the fire hounds!
    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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  • Roaming Giant Solitary, Huge, Organized
    Dead Tree (w[2d12+5] damage) 24 HP 3 armor
    Reach, Ignores Armor, Near

    Roaming giants grow up to 5 meters in height and are rarely found in groups larger than four individuals. They avoid conflict and combat as often as they can. However they are foragers and can ruin crop fields and walk off with livestock. Roaming giants will also sift through trash in villagers and leave a huge mess. Roaming giants rarely sleep in the same place twice in a year. When they do sleep it can be anywhere from three days to three years. They tend to burrow under boulders or large trees and sometimes burrow under a house, barn or large fortifications. Instinct: The Roaming Giant is a forager. Generally harmless but very defensive.

    • Roaming Giants are known to ruin crops, knock over trash cans and sometimes steal livstock
    • Giant Gathering: Summons other giants from miles away for help.
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  • Shambler Group, Magical, Intelligent, Planar
    cold, life-draining touch (d8 damage) 14 HP 4 armor
    Hand, Ignores Armor

    They travel in groups after dark, from the wastes into bastions of civilization. After the bell tolls, all lock themselves indoors, because the Shamblers cannot enter uninvited. Some think they are vampires, some think they are manifestations of cursed souls. Instinct: to consume life force

    • Immobilize with terrifying gaze
    • Cause darkness and fear
    • Retreat well before sunrise
    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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  • Mycnoid Adult Group, Magical, Organized, Intelligent, Amorphous
    Punch (w[2d8] damage 2 piercing) 13 HP 1 armor
    Close
    Special Qualities: Plant-creatures, backup

    CONVERTED FROM D&D! NO COPYRIGHT INFRINGEMENT INTENDED. In the Underplane, life is difficult. Evil elves, (Yup. Drow) and other mean subraces plague this kind of cave system. But lawful neutral mycnoids also live here, and they try to be peaceful. They only fight if neccessary. The end of description! Converted by Zola C, a 9 year old Instinct: to live in the Underplane

    • Impose neutral order
    • Release oil-of-taggit spores
    • Horn: Summons 1d6 more mycnoid adults
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  • Death Knight Cobalt Solitary, Magical
    Great sword d12 +1 Piercing 25 HP 4 armor
    Close, Forceful

    Instinct: To kill for coin

    • Strike with his great sword
    • Wield dark magic
    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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  • Goblin Trigonomancer Solitary, Small, Intelligent
    Goblin Boombang Stick (b[2d10+2] damage 1 piercing) 12 HP 0 armor
    Close, Far
    Special Qualities: Mathematical

    Instinct: To optimize boom-making

    • Solve a projectile trajectory problem
    • Set range-markers to simplify calculations
    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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  • Bugbear Brute Solitary, Organized
    A large, primitive axe (b[2d10+4] damage 2 piercing) 16 HP 1 armor
    Close, Forceful, Near

    The Bugbear Brute works in conjunction with a squad of Goblin Grenadiers and a Goblin Operative. It's a big ole' hobgoblin with a heavy club or axe or something. You see where I'm going with this. Instinct: To clear a path for the rest of the squad

    • Knock them down or force them aside
    • Call on the Goblin Operative for assistance with crafty/magical foes
    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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  • Group, Large, Intelligent, Planar
    (d8+4 damage) 10 HP 1 armor
    Forceful

    Instinct:

    • hellish flames
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