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  • Thornling Old One Solitary, Large, Devious, Intelligent
    Use barbs to skewer enemies (d10+2 damage) 10 HP 1 armor
    Special Qualities: Grows barbs from its skin

    The Thornling Old One is an ancient being. Leader of the Thornlings in the forest, it is know to pin and then slowly dissect its victims. Instinct: To dissect

    • Pin enemies to the ground
    • The barbs that the Old One uses to pin its victims cannot be removed, only amputation can free the victim.
    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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  • Cyder's Spider Group, Small, Stealthy, Construct
    Fangs, Stinger (d8 damage) 6 HP 1 armor
    Close
    Special Qualities: Paralyzing Stinger , Responds to Cyder the Red

    Little is known about why Cyder the Red, breed cave spiders in his tower grounds, but after his death a population of them stayed in the Lost Lighthouse. Only leaving occasionally to stalk prey Instinct: hunt prey within the tower grounds

    • Spin webs
    • Move silent along a web to prey
    • Strike with Stinger
    • Wrap prey in webs
    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 Operative Solitary, Small, Stealthy, Devious, Organized, Intelligent
    Light crossbow (best[2d8] damage 2 piercing) 12 HP 0 armor
    Close, Near

    The Goblin Operative works in conjunction with a squad of Goblin Grenadiers and a Bugbear Brute. The operative is flexible, filling a number of roles in their team. S/he moves ahead of the group, checking for traps and ambushes, opening doors and gates, etc., or monitors the groups flank in order to keep pointy things from getting on the wrong side of the Grenadiers' tower shields. Instinct: To remain hidden until the time is right

    • Turn the tables in favor of its team
    • Call on the squad for backup
    • Apply one of many poisons to a crossbow bolt
    • Sneak about, hiding in furniture, barrels, etc.
    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 Grenadier Group, Small, Organized, Intelligent, Cautious
    Pike (d6 damage 2 piercing) 6 HP 4 armor
    Hand, Reach, Near

    The Goblin Grenadiers work in conjunction with a Goblin Operative and a Bugbear Brute. They are each outfitted with an (appropriately sized) tower shield, a pike, and some super janky grenades. They're especially deadly when they form a shield wall to cordon off a tight passageway, then lob explosives over their shields. They aren't deaf, but they keep their ears plugged with wax and communicate via head and hand gestures. Instinct: Light the string and put it on the *other* side of the shield.

    • Create a shield wall or erect a barricade
    • Strike from behind cover
    • Lob a grenade (d10 damage)
    • Call for backup (Goblin Operative or Bugbear Brute)
    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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  • Phor Raayn Marksman Group, Stealthy, Intelligent
    Firing ze missiles (b[2d8] damage 2 piercing) 6 HP 0 armor
    Close, Far

    The marksman is an important member of the privateer crew. The privateers favor a low-cost success over bloodshed and risk, thus opting to overcome their enemies quickly. The marksman's role is incapacitate important targets in the opposing crew, using a bow, blowgun, primitive firearm, or whatever best suits the campaign setting. (Don't think "one-shot kill." Think "excellent chance to dish out debilities.") Instinct: To cripple its foes and take their goods

    • Strike at their weakness
    • Attack from cover
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  • Phor Raayn Privateer Group, Intelligent
    Balanced glaive (Precise) (b[2d8+2] damage 1 piercing) 6 HP 0 armor
    Close, Reach, Near

    These outlandishly attired sailors hail from a remote nation elsewhere on the Hi'ai Sea. They are essentially paramilitary pirates. Hence, the goods they sell were likely obtained by force, and some proceeds benefit a rather unseemly nation... but their prices sure are good! Instinct: To control commerce through force

    • Strike up a deal
    • Single them out and pin them down
    • Trip them up with a polearm
    • Take their nice things
    • Call out a target for a Phor Raayn Marksman
    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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  • Erkhan, Lord of the Isles Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder, Shapeshifter
    Absorb health with an enchanted blade (d10 damage 1 piercing) 16 HP 4 armor
    Close, Ignores Armor, Near
    Special Qualities: Rakshasa, Reincarnates

    Erkhan has secured a great deal of control over the archipelago through social engineering and illusion. He poses as many different individuals, securing secrets, making threats, and gaining popularity ... depending on what face he wears. He has great sway over the local authorities and some influence with the temple, and he has his grotesque paws in the operations of the local smuggling ring. Erkhan is truly a Rakshasa. In his natural form, he is a humanoid with the bearded face of a Bengal tiger, clawed hands in reverse orientation, etc. Erkhan can change shape at will and detect thoughts with relative ease. (Defy Danger: Wis to think nothing, Int to think falsehoods) Erkhan enjoys tricking and coercing others into fighting for him, using spells to buff his minions and impede his opponents. When cornered on his own, however, he will lash out with spell and blade. Instinct: To control others through seduction, blackmail, deceit, and treachery

    • Buy victory at someone else's expense
    • Disguise self as any humanoid
    • Automatically detect thoughts
    • Take or offer a high-stakes wager
    • Always repay a debt
    • Buff a minion or debuff a foe
    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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  • Hi'ai Sea Smuggler Group, Stealthy, Intelligent, Hoarder
    Turn the tables with an exotic potion or scroll (d8 damage) 6 HP 0 armor
    Close

    The Hi'ai Sea Smuggler is a criminal of a very certain breed. There is much money to be made in the marketing of dangerous, illicit goods in this region, and the many ports provide a great variety of magic items, scrolls, potions, poisons, drugs, etc. The smuggler is not afraid to utilize their own merchandise in getting their way or evading capture. Instinct: To exchange goods and elude capture

    • Put dangerous things into the wrong hands
    • Conceal an item anywhere, or produce one from nowhere
    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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  • Blood Hag Solitary, Stealthy, Magical, Intelligent, Terrifying
    Fiery Spells (d10 damage) 12 HP 0 armor
    Close, Ignores Armor, Near
    Special Qualities: Immune to fire, Wears the skin of her victims

    Blood hags, known to some as soucouyants, prefer to live near isolated human communities or on the edge of civilized lands. A blood hag takes the appearance of a young woman by day. At night, she assumes her true form, as her skin peels back and sloughs off to reveal the monstrosity beneath. A hunting blood hag preys on unsuspecting neighbors during the night, sneaking into their homes and feeding off their blood or burning them alive. When a blood hag finds a particularly choice victim, she forgoes simply feeding on her, and instead abducts her, spiriting her away to the hag's hidden lair, where she'll be tortured and drained dry of blood over the course of days or weeks. Once the hag has properly prepared the victim's skin, she wears it. Bold and particularly clever blood hags attempt to masquerade as their victims for a time. Instinct: to bleed the beautiful dry

    • Drain a victim's blood
    • Appear as a beautiful young woman
    • Become a ball of fire
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  • Mugger Group, Divine, Organized, Intelligent, Hoarder
    Shiv Floorer (b[2d8+2] damage 2 piercing) 12 HP 2 armor
    Close, Forceful

    The mugger is big mean ugly and always hungry. Not for flesh or souls but for money,the dirtier the better. If you're poor and broke , you probably will never be the victim of one. If you a nice heavy pocket of coin, watch out. Do you earn your coin as a dealer of death? Then you have a high chance of coming across a mugger. Muggers are not strictly nocturnal or city dwellers but that is where you are most likely to find one. Usually muggers travel alone but they have been known to hunt in packs. Best thing to do with a mugger is to give up your loot, they will kill just to improve the taste of your coin. Muggers are as tall as a human when standing but spend most of their time on their bellies. They have short toothy snouts and scales that are either coppery or brassy. They can’t talk like humans but they can comprehend speech. Not that a mugger has much interest in conversing. They make great bloodhounds, bounty hunters and trackers but very expensive. Instinct: Eats currency and will kill for it. Infact the bloodier the money the better

    • It can smell and track currency. If money was obtained through death and violence the better the Mugger can track it.
    • Gang Up
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