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  • Rat Cultist Group, Stealthy, Devious, Organized, Intelligent
    Biting (d6 damage 2 piercing) 6 HP 0 armor
    Close

    The God of Pests has granted this once-human the form of a were-rat. This form gives him the ability to cut through steel using its teeth. The cultist wants nothing more than to populate the world with rats and will stop at nothing to please his God. Instinct: to resurrect the God of Pests

    • Bite
    • Tricks people into their lair to offer them to their God.
    • Infection
    • Swarm
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  • Black Lamenter Group, Large, Stealthy, Devious, Intelligent, Planar
    Splitting Shriek (d8 damage) 10 HP 0 armor
    Reach, Ignores Armor
    Special Qualities: Angelic Aura

    The Black Lamenter is a key functionary of the Archive. Its purpose is to summon the Archive's victims from long distances and organize them, preparing them for assimilation into the Archive's database. Its form is an angelic figure with many black-feathered wings. Its mouth is a vortex, from which it sounds a lament that tugs at hearts and souls for miles around. When cornered, it emits a piercing shriek, though it much prefers to call upon the aid of the Archive or the crowd of new believers it has summoned. Instinct: To Collect Knowledge

    • Draw in the curious
    • Command the Compassionate
    • Draw Them Into A Trap
    • Summon Otherworldy Guardians
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  • Crawling Skeletal Shark Solitary, Large, Construct, Terrifying, Amorphous
    CHOMP (b[2d10+4] damage) 23 HP 3 armor
    Forceful, Near
    Special Qualities: Fast Swimming, Snake like lightning strike., ,

    This skeletal construct was created by the Bone Priests of Melkor. It can swim through the water as per a normal shark but it can also move upon the land using its severed ribs as 2 dozen small legs and using its tale to strike with lightning speed over a short distance. Instinct: It follows the simple orders of the Bone Priests of Melkor

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  • Armoured Frost Wolf Group, Small, Devious, Organized, Cautious
    Swipes and bites (1d6 +4) 20 HP 4 armor
    Close
    Special Qualities: Frost armour, Momentum Ball

    About the size of a large wolf, these creatures are far more intelligent than any usual canine. Capable of tactical thinking they rely on their think interlacing ice fur to form a strong barrier against slashing and crushing blows. Always hunting with several of its unarmored brothers, these frost wolves are the first wave of any attack, using their ability to roll up and form an armored ball formation to knock down and cause disarray among their intended victims. Once the initial momentum ball has been used it is rare it will be seen in combat again as distance is required for its effective use. When in close quarters with the target they use their menacing size to pull the enemies focus whilst their far more deadly brethren attack and kill the target. Instinct: Usually only hunting for food and defense, unless acted on by an outside influence they tend to stay away from groups that they percieve to be too much trouble.

    • When attacking an enemy, as an initial attack as well as to gain ground quickly the Armoured Frost Wolf will leap into the air and roll itself up, interlacing the armoured ice spines along it back to form a ball of armoured ice that can move with surprising speed.
    • A successful hit with its roll will render a target knocked down, Allowing them to be an easy target for hunting companions
    • These creatures always hunt in packs, with around 2 armoured wolves and 4 or 5 other, less armoured but more offensive brethren
    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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  • The Prophets Mount Group, Large
    tusks (d8+4 damage) 14 HP 2 armor
    Forceful

    The Beast-Made Prophets mount is a great razor boar covered in the grey scales of the Beast-Made. It loves nothing more than corpses collected on it's tusks. Instinct: to impale

    • charge
    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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  • Beast-Made Prophet Group Small, Magical, Intelligent
    Staff (d10 damage) 14 HP 2 armor
    Close

    The Beast-Made Prophet was once a human, but years of feeding on the God Beasts rotting flesh has covered his body completely in grey scales. His head most resembles a boar now, with a thick mane of bristly hair in a mo-hawk across his head. Thick tusk jut out from his mouth. He still stands upright however, wearing robes, and unlike his brethren he maintains a certain amount of intelligence. He has learned a few spells, one of which will cure anyone or anything tainted by the Beast flesh. If he's going to fight, he prefers to ride his mount into battle. Instinct: to spread the will of the Beast

    • Calls upon the Brethren, Enforces the Beast's Will
    • Fortify His Brethren
    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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  • Beast-Made Pack Horde, Small
    fangs, tusks (d6+2 damage) 11 HP 2 armor
    Close

    A Beast-Made Pack is a collection of wild beasts who have been trapped and fed the God Beast's flesh by the Beast-Made Brethren. Wolves, boars and bears make up roaming packs that constantly patrol the lands around the Beast to hunt and protect the Beast from intruders. The cling to a bare essence of their former selves, a mindless pack that only knows that it should kill and eat anything that moves. Instinct: to protect

    • corner and take down
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  • Beast-Made Brethren Group, Terrifying
    tusks (d8+2 damage), club (d8) 14 HP 2 armor
    Close
    Special Qualities: It's body has been taken over by grey scales

    The Beast-Made Brethren are humanoids of all races. Whichever poor soul found itself feeding on the rotting flesh of the great dead God Beast. The magical regenerative powers of the dead Beast take over the body and change it. Grey scales grow over skin, tusks sprout out from the mouth. The eyes glow with a dull green light. They live to serve the Beast, each one driven to become it. Instinct: to subdue

    • Collect a body for the Beast
    • Collect flesh for the Beast
    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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  • Teller of Tales Horde, Huge, Magical, Divine, Devious, Organized, Intelligent, Hoarder, Planar
    Verbal blast (w[2d6+5] damage) 13 HP 4 armor
    Reach, Ignores Armor, Near, Far

    The teller of tales is a large organism covered in mouths and arms. The arms hold scrolls of every tale ever told and the mouths spew the tales in an endless cacophony. Swarming around the teller are many "tales", smaller versions of itself. The teller and it's tales were created by the god of knowledge in an attempt to enlighten mankind. Unfortunately, there are few who can endure the endless barrage of information that spews from the teller. Patience is not a common virtue among man. Instinct: To tell unyielding truth through story.

    • Weave stories together to produce prophecy.
    • Cast an illusion while telling a story
    • Deafen with shout
    • Someone "tales" for backup
    • Know every story ever told.
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  • Swamp Djinn Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying
    Terrible claws (b[2d12+9] damage 4 piercing) 30 HP 6 armor
    Reach, Forceful, Near
    Special Qualities: Terrifying grin

    When the world was in flux and only the elements had been created, the gods began making creatures to do their will. Kozan, lover of fear and death was jealous of the prosperity and plenty that the other gods brought about. He created a servant that would thrive in their abundance. The swamp djinn always has a point of origin is some dark foul place but will distance itself from its origin as soon as possible. The swamp djinn will always come back if its place of origin still stands. Conversely, it loses power as it grows close to the origin. Beware hearty adventurer, Kozan remembers those who get in the way of his servants and he knows not of forgiveness. Instinct: To slaughter the simple

    • Leave behind evidence of carnage
    • Ambush during celebration
    • Know the outcries of the fallen.
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