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  • Gedaliah Group, Organized, Intelligent, Cautious, Hoarder
    Halberd (d8+2 damage 1 piercing) 6 HP 5 armor
    Close, Reach
    Special Qualities: Alert and watchful

    Gedaliah is one of the queen's elite guards. He single-mindedly keeps foes from approaching the queen, and would give his life to save her. Instinct: To repel attackers

    • Defend the queen
    • Summon guards
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  • Astradaemon Group, Small, Magical, Organized, Terrifying, Amorphous
    Claws (d6 damage 1 piercing) 9 HP 2 armor
    Close, Near
    Special Qualities: Black and red translucent skin; blackness of space and stars can be seen within its body

    Astradaemons arrived through tears in the fabric of the planes and live for the taste of souls. These demons will hunt down the living like animals and attempt to latch on to them and siphon their very essence. Instinct: To devour souls

    • Latch on to enemies with claws and tentacles
    • Absorbs health and strength
    • When overwhelmed, can cry out for its master
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  • Dark Jathwa Group, Stealthy, Magical, Intelligent, Terrifying
    Inflict Moderate Wounds Spell (b[2d8] damage 1 piercing) 6 HP 0 armor
    Close, Ignores Armor, Near
    Special Qualities: Wrapped in filthy, damp rags; face is completely covered by black rags

    Dark Jathwa have turned from the light, healing magic of their people and instead with only to kill. They follow their prey from the shadows and strike when they are unprepared. Instinct: To murder

    • Cast touch spells
    • Dark Jathwa are stealthy and choose to sneak up on enemies instead of confronting them directly
    • Cast Bleed and Darkness spells
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  • Crysmal Solitary, Small, Magical, Cautious, Hoarder
    Diamond-sharp Claws (d10+2 damage 2 piercing) 20 HP 7 armor
    Close, Ignores Armor

    Crysmals are bunches of gems and crystals brought to life by the magic of the outer planes. Once alive, they seek nothing more than to reproduce by collecting more gems and crystals. Crysmals can reassemble themselves into any shape depending on the amount of materials they have to work with. If a Crysmal devours anything stone-, rock-, or gem-like it can heal itself rapidly. Instinct: To reproduce

    • Attack those who have gems
    • Can heal itself (1d4) by eating gems or stones
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  • Bodak Group, Divine, Magical, Devious, Intelligent, Terrifying
    Claws (d4 damage) 16 HP 0 armor
    Close
    Special Qualities: Dried, stretched grey skin; sunken eye sockets that emit black smoke

    Bodaks were once living beings who were cursed with undeath. They retain pieces of who they once were, their spoken language, but are so engulfed with hatred for the living that they desire to turn all they encounter into a Bodak. Instinct: To seek vengeance on the living

    • Lurch out of the shadows
    • Gaze into the eyes of the living
    • Ignores physical wounds
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  • Elf Ranger Group, Magical, Intelligent
    Mach bow (d8 damage 1 piercing) 6 HP 0 armor

    Tall, imposing, and austere, the elf rangers of Talgrove flit through the trees like leaves and shadows. With their mach bows, they can put a shaft into a poacher's eye from an acre away, despite the foliage in between. Against threatening foes, they will enchant their arrows to freeze or burn when struck. Instinct: To cast out intruders

    • Fire a single perfect shot
    • Fire an arrow enchanted with fire or frost
    • Disappear into the trees
    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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  • Canopy Isle Poacher Horde, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder
    Bows and arrows, spears (d4 damage) 3 HP 2 armor
    Close, Far

    Roughshod poachers who hunt and log on Canopy Isle. Mostly human, they nonetheless have dwarves, hobs, and even a few elves in their ranks. Lead by Bonobo Shackle, they operate under a policy of silence and "no survivors." Instinct: To consume rare resources

    • Take a trophy from a rare kill
    • Trap a foe with a net
    • Fire a poisoned shot
    • Retreat and circle around
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  • Ironbear Solitary, Large, Magical
    Lightning-tipped claws (d10 damage) 16 HP 4 armor
    Messy, Reach
    Special Qualities: Starmetal core generates an armor crust

    A massive northern bear with a lightning-blue jewel buried in its back, from which a coral-like crust of starmetal grows. They seek out artificers to forge the starmetal into impregnable armor, and can generate lightning which tips their claws and teeth. Solitary by nature, they will nonetheless rear their cubs until they can survive alone. Instinct: To assert dominance over challengers

    • Ignore a weaker enemy to topple a greater foe
    • Fall like a meteor from a sky portal
    • Roar with thunder and lightning to scare away foes
    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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  • Mua-tiki Solitary, Small, Magical, Stealthy
    Leeching Fog (d10+2 damage) 17 HP
    Close, Reach, Ignores Armor, Far

    Instinct: to corrupt

    • Leech power from others
    • Whisper suggestions into a mortal's mind
    • Plunge an area into thick fog
    • Drive a person to savage insanity
    • Disappear at will
    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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  • Magistrate Baruch Group, Magical, Stealthy, Divine, Organized, Intelligent, Hoarder
    Radiant Blasts (d8+2 damage) 8 HP 4 armor
    Close, Reach, Ignores Armor, Near, Far

    Instinct: to issue justice in the name of Epureon

    • Administrate swift and cruel justice
    • Use dramatic magics to disorient foes
    • Bind and torture with cruel magics
    • Rally his minions to defend
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