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  • Sirrys Hange, Warden of the Full Moon Solitary, Huge, Stealthy, Divine, Intelligent, Hoarder, Terrifying
    Huge falchion (b[2d10+9] damage 3 piercing) 26 HP 3 armor
    Reach, Forceful
    Special Qualities: Ursine ferocity, Weak to silver

    The full moon is the moon at its strongest. Sirrys Hange is consequently an agent of the full moon part of the lunar cult at its strongest - its leader. A terrifying sight to behold - a giant before he became a lycanthrope, his werebear status makes him even tougher than would have been believed. His enchanted armour reshapes itself to his changing form, and the huge, silvery falchion that he wields not only cleaves throngs of fools in twain but tears straight through any fortifications that might try to bar his entrance. Practically a living siege weapon. Instinct: To lead

    • Smash through anything in your way
    • Reveal your terrifying true form
    • Blow Sibyllar, the South Wind
    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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  • Vampire Reynold Fortuity Group, Stealthy, Intelligent, Hoarder
    Dagger Throw (b[2d6] damage 1 piercing) 22 HP 3 armor
    Close, Far
    Special Qualities: Arrow Catch / Parry, Speedy

    Vampire Reynold Fortuity has pre-Cognition and cannot be hit by normal means. Any danger heading to him or his allies he can sense. He Secretly has preternatural dexterity and fighting ability Instinct: Survive and play with victims

    • Pre-Cognition
    • Hard - Slice parts off - not limbs
    • Take and throw weapon
    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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  • Vampire Duplicity Horde, Stealthy, Organized, Intelligent, Cautious, Hoarder
    Sword (d8+2 damage) 22 HP 2 armor
    Close
    Special Qualities: Counter Magic, Multiply, Group Attack, Speedy

    Duplicity is able to multiply himself at very little cost to effectiveness. His hit points are distributed throughout his many beings. He is himself in all of them. One for all and all for one. Instinct: Toy with

    • Hard - Group Attack
    • Taunt
    • Multiply roll D10
    • Hard - grab limbs
    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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  • Vampire Lord Midnight Group
    Poison Mist (d10 damage) 10 HP 0 armor
    Close, Ignores Armor
    Special Qualities: Mist Form

    Midnight is the keeper of night. Without her ability, the sun will come through. Instinct: Forever Darkness

    • Choke with poison mist
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  • Stinger Spawn Group, Large
    Stinger (d8 damage) 10 HP 3 armor
    Near, Reach
    Special Qualities: Swamp Walk

    A mature version of the Seedling Spawn adapted to be the protectors of the Chaos Demon. It uses its tail stinger to paralyze and immobilize its targets. They're thick skin is hard to pierce and their Swamp Walk makes them shifty and hard to hit while in their nest. Instinct: To Sting, Spread Infection

    • Paralyzing Sting, target starts to take DEX damage.
    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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  • Infector Demon Group, Large, Intelligent, Planar
    Vicious Claws (d8+2 damage) 14 HP 1 armor
    Close, Forceful, Far
    Special Qualities: Swamp Walk

    A large demon spawned from the realm of chaos. The demon was spawned by the fragment of the chaos shard in the staff-of-earthen-might and has taken on its powers. It manifests as a large demon made from plant matter and swampy earth. The seeds it produces turn into various forms of infected spawn that it uses to spread its chaotic infection. Instinct: To Immobilize target, Spread Infection

    • Venomous Sludge, throws a ball of slime at target that weakens target, if already weakened the target is immobilized. 1d4 damage.
    • Amorphous Body, is made of slime and mud. May never take more than 2 damage at one time.
    • Relentless Attack, rolls damage at advantage against immobilized targets.
    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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  • Priest Spawn Group, Large, Intelligent
    Staff (d8 damage) 10 HP 2 armor
    Close, Reach
    Special Qualities: Swamp Walk

    One of the priests that came to rebuild the ruins. Now a mindless slave and fused with one of the corrupted plant creatures. The powers of the priest have been incorporated into its new form along with a semblance of its former mind. Instinct: Direct minions, Spred Infection

    • Corrosive Reflux, small blast of acid that eats away armor. 1d8 damage.
    • Croak, lets out a reverberating croak that STUNS its victim. 1d10 damage.
    • Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
    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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  • Incubator Spawn Group, Large
    Bite (d6 damage) 10 HP 2 armor
    Close, Reach
    Special Qualities: Swamp Walk

    A mature form of the seedling spawn, these large creatures will attempt to devour any living thing. Once ingested, the incubator absorbs and merges with its prey. Instinct: To consume prey, Spread Infection

    • Tendrils, will reach out and ensnare a target and attempt to pull it closer.
    • Swallow, after prey is pulled close they are swallowed whole. Take d4 damage while consumed.
    • Leap, uses powerful jump to disengage and finish digesting.
    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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  • Infected Guard (Long Spear) Group, Intelligent , Medium
    Long Spear (d8 damage) 6 HP 2 armor
    Close, Reach
    Special Qualities: Swamp Walk

    One of the guards hired to protect the convoy, these mercenaries were among the first to be infected and quickly turned on the clergy they were hired to protect. More durable and well equipped then their companions, they still retain some of their former instincts and will charge into combat when approached. Instinct: Imapil at reach, Spread Infection

    • Charge, the guard rushes at an enemy and attempts to knock prone. On a miss the guard is prone.
    • Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
    • Bully, will attack any prone target. Gets advantage on damage against prone target.
    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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  • Infected Guard (Shield) Group, Intelligent, Medium
    Spear (d8 damage) 6 HP 2 armor
    Close
    Special Qualities: Swamp Walk

    One of the guards hired to protect the convoy, these mercenaries were among the first to be infected and quickly turned on the clergy they were hired to protect. More durable and well equipped then their companions, they still retain some of their former instincts and will charge into combat when approached. Instinct: To charge enemy and infect

    • Charge, the guard rushes at an enemy and attempts to knock prone. On a miss the guard is prone
    • Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
    • Bully, will attack any prone target. Gets advantage on damage against prone target.
    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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