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  • Dion the Warrior Solitary, Magical, Intelligent
    Signature Sword (b[2d10+4] damage 3 piercing) 12 HP 4 armor
    Close, Forceful, Near
    Special Qualities: Body-jacked, Psychopathic Outsider

    Dion the Warrior, a proud hero laid low by a mind-controlling entity. Forced from his own body, he resides in a pitiful husk while his reputation is shattered, his name dragged through the mud and the bodies keep piling up. A prominent defender of the weak subverted utterly and turned to wickedness. The creature controlling his body is delighted by his mighty sword, his crocodile arm and razor-edged shield. Others, not so much. Instinct: To seek combat

    • Crush with reptile arm
    • Swap bodies with a kiss
    • Sunder armour
    • Murder the weak
    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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  • Icthid Priest Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder
    Lash with psychic whip (d8 damage) 12 HP 2 armor
    Close, Ignores Armor, Near
    Special Qualities: Aquatic, Psychic

    Draped with fine silver chains that run from lip to gill, scales set with precious stones and wrapped in diaphanous silk, the icthid priesthood are resplendent. Sporting the largest and most potent spines, their scales are brightly colored, often shining like gold. For every hundred icthids spawned, only one will rise to the priesthood. They are the most intelligent, ruthless and powerful examples of the icthid species, and will stop at nothing to achieve their aims. Instinct: To display Icthid superiority

    • Dominate the mind
    • Create illusory nightmares
    • Invoke the Deep Chant
    • Paralyze with psychic agony
    • Summon attendants
    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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  • Icthid Slave Horde, Cautious
    Spear (d8 damage 1 piercing) 8 HP 1 armor
    Close
    Special Qualities: Amphibious

    Drawn from captured aquatic and land races, the Icthid priesthood purges the mind of their slaves and fits them with gills, instilling in them a desire to serve their masters and leaving nothing of the person they were. They are used for performing mundane tasks which might require contact with scale or flesh, and serve as levy forces in an armed conflict. Instinct: Obey the Icthid masters

    • Drag into the water
    • Entange with nets
    • Take a blow intended for an Icthid
    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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  • Ichthid Group, Magical, Devious, Organized, Intelligent
    Trident (d4 damage) 6 HP 2 armor
    Close, Near
    Special Qualities: Thick scales, Venomous, Psychic, Aquatic

    Often considered kin to the mer-folk, the icthid people are a race of their own. Possessing large, fish-like heads and slender limbs, their colours range from dull grey to vibrant orange. Social standing is associated with psychic power and the size of the spiny dorsal crest that runs from the top of their heads down their spines. A hierarchical society, the ichthids have strong concepts of duty and religion, trusting their priesthood completely. As a species, they disdain physical contact of any kind, and frequently capture other races, even land-dwellers, to use as mind-controlled slaves. Instinct: To serve the priesthood

    • Blast with psychic dart
    • Whisper alien suggestions into the mind
    • Rake with venomous spines
    • Summon ichthid slaves
    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 Great Eel Solitary, Huge, Stealthy
    Savage bite (b[2d10] damage) 20 HP 2 armor
    Reach, Forceful, Far
    Special Qualities: Toxic slime coat, Rows of curved teeth from the mouth all the way down the throat, Aquatic

    The ocean is home to terrible beasts, ship-crushing leviathans and mind-blasting kraken. Large lakes and underground rivers present their own dangers with the cunning Great Eel. An ambush predator, the great eel lurks in a cave waiting for prey to drift by before surging out to attack. The creature feeds by first flattening its victim with its muscular coils, then devouring it whole. Instinct: Rule the lake

    • Crush with slippery coils
    • Burst out in ambush
    • Devour whole
    • Smear with toxic slime
    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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  • Outsider Group, Devious, Organized, Intelligent, Hoarder, Planar, Terrifying
    Strange Weapons and Magics [b(2d8)] 12 HP 3 armor
    Close, Forceful
    Special Qualities: Uncannily perfect appearance

    The Outsiders are a space-faring race of tall, alabaster-pale humanoids. They possess perfect physiques and mental capabilities. They are ancient and intelligent beyond the mortals of this world. They have been observing us from afar for ages, capturing and experimenting on the denizens of quiet and isolated towns to remain undetected. The purpose behind these abductions is unknown. Instinct: to capture and experiment on others

    • Attack with uncanny precision
    • Capture and take allies to their ship
    • Call in other vessels full of friends
    • Utilize its alien intelligence
    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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  • Solitary, Magical, Intelligent, Hoarder, Amorphous
    (d10 damage) 15 HP 5 armor
    Close, Ignores Armor

    Instinct:

    • Necromantic Bolt
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  • Horde, Amorphous
    (d6 damage) 10 HP 1 armor
    Close

    Instinct:

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  • Horde, Amorphous
    Claws (d4 damage) 6 HP 1 armor
    Close

    Instinct:

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  • an Ancient Council member Solitary, Magical, Divine, Organized, Intelligent, Hoarder
    Their bending(d12+4 damage 1 piercing) 25 HP 4 armor
    Close, Forceful, Reach, Ignores Armor, Far

    The Council began before you, before I, before everything but sky, fire, earth, water, gods, and plant life. The Council originally were 6 children, mystically brought here on a falling star. Their names were Airinnenitys (air-in-ta-thys), Fira, Terra, Wankkekinliin (wan-kek-kin-lin), Lifimtha (life-mitha) and The Divine Link (aka Link). They all had a power. Airinnenitys got Airbending, Fira gained Firebending, Terra harnessed Earthbending, and Wankkekinliin was given Waterbending. Lifmtha could bring mobile life (as life itself i.e. crystals not Crystal Gems in Frybo in Steven Universe) into trees and constructs, and Link could fully access the divine land. One day they decided to create others to rule over. So they created a group called The Council and became the rulers of the ancient world.Then they made us. Their legend ended during a fight with each other. They tethered the others to a rock. To save themselves, they sunk beneath the earth. Everyone knows their tale ended there----- -----or did it? P.S. Do NOT fight Fira on the day you see a comet becausse everyone will "last breath it." Also NEVER fight Lifmtha in a forest because you will also fight an army of treants. Try to fight Wankkikinliin in a desert and not an island or swamp. Enough said! Instinct: to rule all

    • Enforce the ancient ways
    • Use bending to punish those who follow the
    • Summon other council members
    • Take advantage of surroundings
    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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