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  • Wight Group, Devious, Intelligent
    Long sword and bow (b[2d6+4] damage 1 piercing) 14 HP 1 armor
    Close, Forceful, Near, Far

    The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. Instinct: To consume all life

    • Consume life
    • Raise those it slays as undead
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  • Avatar of The Eight-Handed Solitary, Large, Magical, Stealthy, Divine, Devious, Intelligent, Planar, Amorphous
    tentacle slams (d10+4 damage 1 piercing) 29 HP 5 armor
    Forceful, Reach, Near, Far
    Special Qualities: surprisingly fluid and flexible; bigger on the inside

    A flowing, blob-like small whale; it constantly changes size and shape like some sort of watery ooze. Thousands of tentacles flow from it's body, it has legs and claws like a crab and a shark's head. Instinct: to drown the world and bring ruin to the workings of men

    • grasp or swallow
    • offer freedom, at a price
    • conjure fishmen or water horrors
    • work to bring the eight-handed one forth
    • offer secrets of the ocean
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  • Water Horror Group, Small, Devious, Terrifying
    bites, claws, tentacles (d8+2 damage 1 piercing) 10 HP 2 armor
    Close, Forceful, Reach
    Special Qualities: amphibious, mutated; part fish, part octopus, part frog

    A freakish mutant from the deep, a herald of the eight-armed god. Instinct: to feed on the living

    • wait in the water until disturbed
    • grab, strangle, choke, or grapple a foe
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  • Fishman Priest Solitary, Divine, Magical, Organized, Intelligent, Cautious, Hoarder
    trident (d12+4 damage) 16 HP 2 armor
    Close, Reach

    A fishman with gem-like scales and an impressive eight-pronged trident. Instinct: to raise the eight-handed king

    • lay a curse of washing-away
    • let loose a blast of frigid water
    • call for fishmen!
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  • Fishman Horde, Intelligent, Cautious
    trident (d8 damage) 3 HP 2 armor
    Close, Reach, Near
    Special Qualities: amphibious

    A strange fish-man with a buckler and a trident. Instinct: to bring glory to the ruinous king

    • appear suddenly from water
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  • Restless Drowned Horde, Construct, Amorphous
    smash (d4+2 damage) 14 HP 4 armor
    Close, Forceful
    Special Qualities: watery bones

    The skeleton of a drowned man, given shambling life to strike at land-lovers. Instinct: to claw the flesh from the living

    • shamble and strike
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  • Airless Ghost Group, Tiny, Magical, Stealthy, Divine, Devious, Construct, Amorphous
    a painful touch which brings the weight of eternity (d4 damage) 15 HP 7 armor
    Hand, Ignores Armor
    Special Qualities: the smell of the ocean, the roar of the waves

    The spirit of a drowned man, empowered by the eight-armed king to bring the vengeance of the ever-flowing waves. Instinct: to drown others as it drowned

    • lay a soul-chilling touch
    • enter the lungs
    • become or return from water
    • vanish or appear through walls or floors
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  • Jezibaba of the Vidma Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder
    A Sheaf of Branches (d8 damage 3 piercing) 12 HP 0 armor
    Close, Reach, Near
    Special Qualities: Leap a mile with a running start

    Jezibaba is the leader of the forest Vidma. Middle aged and powerfully built, she is the wisest among the Vidma in forest charms and curses. If you treat her with respect, she will be willing to talk to you, but she considers the forest her unassailable domain, and brooks no arrogance from those that have made her people homeless. Instinct: To keep her people whole and gain what is theirs by righ

    • Summon forces of life and death
    • Cloud vision and wisdom
    • Bend the forest to her will
    • Act cautiously and ask questions
    • Direct the Vidma
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  • Forest Vidma Group, Stealthy, Magical, Devious, Intelligent, Hoarder
    Finely carved wooden clubs (d6 damage 1 piercing) 6 HP 0 armor
    Close, Reach

    The Vidma of Brovary where driven out 50 years ago when the Sodality of Thaumaturgists moved into the area. The Sodality viewed them as barbaric and savage (which they really aren't), while the Witches viewed the Sodality as pompous, arrogant, greedy tools of a distant ruler (which they really were). They have hidden in the forest since then, nursing a deep grudge but mostly just trying to survive. Instinct: To survive and avenge

    • Control the paths of the forest
    • Move unseen among the trees
    • Summon creatures of the forest to your bidding
    • See omens and dream dreams
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  • Chuheister Solitary, Large, Magical
    Massive clawed hands (d10+2 damage 1 piercing) 20 HP 1 armor
    Forceful, Reach
    Special Qualities: Come from nowhere, vanish into nowhere

    massive bestial creatures, covered in a warty hide and built like 3 to 4 meter gorillas. They seem to appear out of nowhere and cause havoc, eating all the livestock and people they can get their hands on. After a week or so they will often disappear, to no one knows where. When killed (which is rarely), they will rot with a day to little more than a crumbling skeleton Instinct: Cause Havoc

    • Tear up chunks of earth and throw them
    • Hide in impossibly small spaces
    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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