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  • Nehwon Astral Wolf Group, Small, Organized, Planar
    Bite (1d8 damage) 6 HP 0 armor
    Close
    Special Qualities: Roams astral plane

    These creatures are wolves that have died hungry and now roam about the wastelands in astral form, seeking to fill the" now ever-empty bodies. All attacks are made in isolated areas. These creatures are able to force sleeping humans into the astral plane when there are five or more wolves concentrating on the act (defy danger vs. wisdom applicable). When humans are attacked in this other plane, their earthly bodies will show the damage of the wolves' fangs. If the wolves are killed or driven off their victims' spirits will revert back. Instinct: Ravage

    • Hunt
    • Summon pack
    • Pack can force prey into the astral plane
    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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  • Melnibonean Vampire Tree Solitary, Huge
    Blood Drain (1d8) 16 HP 1 armor
    Reach, Ignores Armor, Far
    Special Qualities: Tree Immobile, Flame does double damage

    These creatures use their leaves as attacking weapons. They are released from the branches to float downward and attempt to attach themselves to a body. When attached, they suck blood. Damage is automatic after the first successful attack. Vampire trees suffer double of damage done by flame. They fear fire, and will never send their leaves near flame. Only by killing the tree can the leaves be stopped. Instinct: Drain blood

      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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    • Imperial Crystal Living Statue Solitary, Magical, Construct
      Fists (d10 damage) 12 HP 2 armor
      Close
      Special Qualities: Relic of a forgotten empire

      Living statues are magically created and animated creatures similar to the enchanted golems. Living statues are almost always made in humanoid form, though other forms are possible. Unless it moves, a living statue looks just like a normal statue made from stone, crystal or metal. Living statues are not brilliant thinkers or tacticians; however, their modest intelligence allows them to fight sensibly and effectively. Left to their own wits, living statues usually stand stock still, pretending to be normal statues until they have a chance to ambush unwary opponents. Most statues recognize spellcasters and try to neutralize them first. Living statues also are capable of following reasonably complex orders and using their intelligence to alter them if the circumstances warrant. Most living statues use their fists to batter opponents. They are not dexterous enough to use weapons effectively but can be ordered to employ some implements if such are required to complete a task. Crystal living statues are the weakest of the living statues. Instinct: Eliminate intruders

      • Guards
      • Patient
      • Relentless
      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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    • Gremlin Horde, Small, Organized, Construct
      Claws (d4 damage) 3 HP 0 armor
      Close
      Special Qualities: Serve Master or Mistress

      More insane than goblins and as devious with traps as kobolds these troublesome, sexless and extremely chaotic monsters are created by alchemy to loyally serve as servants or cannon fodder for their evil master. If killed or exposed to sunlight, they dissolve into black goo. Slightly smaller that goblins, they are scaly and usually colored green or black with white underbellies and large yellow eyes and ears. They enjoy destroying things (that don't belong to their owner) and will often act like psychotic children on a sugar high. Instinct: Wreck Something

      • Serve
      • Summon Gremlin Horde
      • Experiment and play with dangerous things
      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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    • Umber Hulk Solitary, Large
      Mandibles (d10+4 damage 1 piercing) 16 HP 5 armor
      Forceful
      Special Qualities: Hypnotic gaze

      https://www.aidedd.org/dnd/monstres.php?vo=umber-hulk Instinct: Ambush the unsuspecting

      • Entrance prey with hypnotic eyes
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    • Umber Hulk Solitary, Large
      (d10+2 damage) 16 HP 5 armor
      Forceful
      Special Qualities: Hypnotic gaze

      Instinct: Ambush the unsuspecting

      • Entrance prey with hypnotic eyes
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    • Root Mole Group, Tiny, Organized, Hoarder
      Long claws (d8-2 damage) 6 HP 1 armor
      Hand
      Special Qualities: Night vision

      The size of a small pig, root moles are rarely seen and hardly known today, but once terrorized the bountiful orchards and wine cellars of Kaltos's zenith. Instinct: To burrow and forage

      • Burrow through earthen walls in search of food
      • Screech loudly, its call echoing back through the walls and floor
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    • The Undead Captain Solitary, Stealthy, Organized, Intelligent, Hoarder, Terrifying
      Scimitar, or vicarious attacks with animated items (b[2d10] damage 2 piercing) 16 HP 3 armor
      Close, Reach, Near, Far
      Special Qualities: Can animate his hoard items like a rug, table, chest etc, Rotting face and body, stench, no eyes, horrific undead appearance

      Instinct: Protect it's hoard at all costs especially his soul focus - his hat

      • Attack with antitheft object it animates in its hoard
      • Will use every opportunity and hit a man while he's down, fake his called shots
      • Animated objects in hoard fight for him
      • Driven by greed, everyone is a thief to him
      • Disloyal Captain died in a mutiny
      • Paranoid and suspicous -1 to all charisma rolls against him
      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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    • Dragonborn Ganger Boss Solitary, Magical, Stealthy, Divine, Devious, Intelligent
      Ray of acid (b[2d10+4] damage 2 piercing) 18 HP 6 armor
      Close, Forceful, Ignores Armor, Far

      A local cell leader of the Black Dragon gang, and suitably empowered to match. With alchemical concoctions and dark magic to empower them, these bosses are nothing to sneeze at by themselves. Leading an actual gang squad, they're formidable opponents indeed. Instinct: Coordinate violence

      • Lead the rabble-rousers
      • Invisibility cloaks its movements
      • The magic of shadow and alchemy empower its servants
      • Acid that burns more than flesh and steel
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    • Dragonborn Ganger Horde, Devious, Organized, Intelligent
      Acidic claws (b[2d4+4] damage 1 piercing) 10 HP 4 armor
      Close, Forceful, Ignores Armor
      Special Qualities: Acidic breath

      Dragonborn empowered by the Black Dragon attempting to conquer Al-Rakkah have greater strength than their ordinary cousins--the elemental power of acid within them has been kicked into overdrive. Their skin harder, their muscles stronger, their claws oozing the same acid as their breath, these dragonborn gangers are dangerous alone, but fearsome as a group, as their attacks are cumulative. Instinct: To cause violence

      • Rough up enemies of their master
      • Acid that burns more than flesh and steel
      • Strength in numbers (+1 damage for each attacker already engaged)
      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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