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  • Hunting Caimans Group, Small
    Powerful Jaws (d8+4 damage) 6 HP 1 armor
    Close, Forceful

    Hunting Caimans are used by Skink Bands to find prey in the wet swamps. Instinct: Clamp down and don't let go

    • Sniff out prey
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  • Skink Bigwig Horde, Small, Stealthy, Organized, Intelligent, Cautious
    Wicked Spear (d4+2 damage) 3 HP 2 armor
    Close, Reach, Near
    Special Qualities: Climbing and leaping

    Skink Bigwigs are the leaders of Skink bands. Instinct: Show whose boss

    • Scream orders
    • Pounce when least expected
    • Call up reinforcements
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  • Skink Warrior Horde, Small, Stealthy, Organized, Intelligent
    Spears (d4 damage) 3 HP 0 armor
    Close, Reach, Near
    Special Qualities: Climb and leap

    Skink warriors are small lizard-folk, often brightly colored both in scale and adornment. Instinct: Take easy prey

    • Ambush from hiding
    • Fade back and regroup
    • Swarm from nowhere
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  • Gremlin Chief Group, Small, Stealthy, Organized, Hoarder, Construct, Terrifying
    Sword, Natural Attack (d6 + 1 damage) 8 HP 2 armor
    Close

    Gremlins are curious creatures that attack remote human villages. They tend to live in caves and are disturbed by sunlight, so they prefer to leave their homestead at night. The size of gremlin tribes grow quickly. They also can eat almost anything, and will even eat their own kind. The only thing that could stop them from eating is being in immediate danger. Instinct: To eat

    • Attack villages
    • Sabotage
    • Scream for help
    • Rally
    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 Group, Small, Stealthy, Organized, Hoarder, Construct, Terrifying
    claws, bite (d6 damage) 6 HP 0 armor
    Close
    Special Qualities: to terrorize and grow, unatural

    Gremlins are curious creatures that attack remote human villages. They tend to live in caves and are disturbed by sunlight, so they prefer to leave their homestead at night. The size of gremlin tribes grow quickly. They also can eat almost anything, and will even eat their own kind. The only thing that could stop them from eating is being in immediate danger. Instinct: to eat

    • Attack villages
    • Sabotage
    • scream for help
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  • Crypt Thing Solitary, Large
    Claws (b[2d10] damage 2 piercing) 20 HP 0 armor

    A large skeleton that sits prone to a throne, close to the entrance of the crypt upon the descent into it. They are normally not hostile on their own accord unless their master asks them to be. But if something is stolen or it is attacked first it will leap from its throne and viciously rend and tear into foes with its claws. Other variants will simply teleport its victims in random directions, sometimes into the earth. It is not uncommon for victims of this magic to be crushed under the earth, or dropped from very high places to fall to their deaths. Others are harmlessly placed in a meadow or even just outside the crypt if they're fortunate. This variant prefers to paralyze priority targets and then turn them invisible, so that they are beyond help from their allies as long as this thing is alive. When peaceful, they will sometimes speak with visitors or answer questions if their master allows it. This makes them one of the races of intelligent undead in spite of their boundaries to the orders of their master. Instinct: To defend its master's tomb against those who would pillage or disrespect it.

    • Paralysis
    • Turning injured victims invisible
    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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  • Golem Group, Large, Construct, Amorphous
    Club-like hands (d8+4 damage) 17 HP 6 armor
    Forceful, Ignores Armor
    Special Qualities: It's purpose is to kill whom its master orders

    Instinct: To destroy

    • Smash and crush
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  • Fate Solitary, Magical, Divine, Planar
    Divine magic (d12+2 damage) 18 HP 6 armor
    Close, Ignores Armor, Far

    Fate is a woman who has lived since the beginning of time, but appears as a youth. For thousands of years, she has decided the beginning and end of every life that has ever been. Instinct: Choses the beginning, middle and end of every living thing, whether they like it or not.

    • Dictate the lives of all who live in the world
    • Doom: Allows target to only make a few moves before being mortally wounded.
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  • Soloto Brawler Sociable, Psychic, Honorable, Intelligent, Intimidating
    Great Weapon (d10+2 damage 1 piercing) 18 HP 2 armor
    Close
    Special Qualities: Psychic Power., Intimidating.

    The Soloto are a race that closely resembles humans. However, this is where the similarity ends. Soloto have black hair, black eyes, and powerful psychic powers that enable them the effect the mental state of those around them, such as making them greatly afraid or confident. In addition, they also have a much higher flesh density than humans, enabling them to soak wounds that would kill any other race. Despite these many great gifts, Soloto are jovial, sociable and friendly to any outsiders, ignoring the terror and suspicion that follows them around. If you befriend even a single Soloto, the entire race will ally with you in times of trouble. But if you become an enemy, the entire race will hunt you down and punish you. Instinct: to fight for fun and honor.

    • Live with Honor.
    • Psych Out.
    • Shared Mentality.
    • Fearless.
    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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  • Saenoch the Barbed Demon Solitary, Large, Stealthy, Divine, Magical, Organized, Intelligent, Cautious, Planar, Terrifying
    Bladed Chain Whip (b[2d10+6] damage 2 piercing) 18 HP 6 armor
    Forceful, Reach, Near
    Special Qualities: Red, scaled wings, Red scaled wings, cracked crimson scaled body, dull wartorn plate armor, massive coiled horns, jagged sharp humanoid-like teeth, piercing golden eyes

    Saenoch is the monstrous demon behind the war in Danan. He has sought the child messiah of the angels for decades now, and with him in his grasp he refuses to let him go. He has the child held in a magical planar prison high above his throne room that can only be opened upon his death. Instinct: To keep his prisoner

    • Slice enemies
    • Tear weapons from his enemy's hands with his whip
    • Teleport enemies through planar portals
    • Summon Shadow Demons through planar portals
    • Teleport himself through planar portals
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