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  • Wicka Solitary, Magical, Stealthy, Devious, Terrifying, Amorphous
    Claws (d8 damage 1 piercing) 19 HP 5 armor
    Close, Far
    Special Qualities: Greenish, ghostly, spirit, Abomination

    I will do this later Instinct: To harazz Lord Faewyn

    • Strike terror
    • Show up somewhere else than expected
    • Cause the environment to attack
    • Summon the dead
    • Haunt the forest/region
    • Speak from beyond sight
    • Misdirected travelers
    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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  • Kindori Solitary, Huge, Planar
    enormous flippers (w[2d12+5] damage) 24 HP 0 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Produces its own air

    An enormous whale-like creature that wanders the sea of stars. Kindori are timeless beings, often serving as homes for many smaller creatures. They can sustain an atmosphere surrounding themselves at all times that can help preserve the ecosystems attached to their bodies. Many a traveler looks upon these creatures and views them as a sign of good luck, and rumor has it that they can even help you get to wherever you are going... Instinct: To wander

    • Sing the songs of the multiverse
    • Navigate the sea of stars
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  • Forest Kraken (young) Solitary, Large, Stealthy
    Constriction (b[2d10] damage) 16 HP 0 armor
    Near
    Special Qualities: Blends in with its environment, matching the colours around it perfectly in a mottled pattern

    Prowling in the canopy above, blending in with branches and leaves, the forest kraken seeks out unexpecting prey. In times of plenty it would never leave the treetops, let alone the forest. Instinct: To consume and grow.

    • Drags someone into the dark canopy above With hooked, vine-like tentacles [Far]
    • Its colossal beak tears armour and flesh [1 Piercing, Messy]
    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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  • Crodlu Horde, Large, Planar
    Talons (w[2d6] damage) 7 HP 1 armor

    A big reptilian-avian creature from a distant world across a sea of stars. Crodlus are domesticated creatures not much bigger than a horse, and are commonly seen working as beasts of burden. One could argue that they're a horse of a different color. And integument. And number of legs. Ya know what, they're not really horses. Instinct: To serve its handler

    • Bear a great weight
    • Sense an alien threat
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  • Feel No Evil Solitary, Huge, Magical, Organized, Intelligent, Hoarder, Construct, Terrifying
    Mind Thrust (d10+7 damage) 28 HP 4 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities: Body of Iron, Life Beyond Death, Aura of Terror

    The Shining Path conceals many dark things. Ultimately minions of the Hungering Void their power and influence has spread greatly. Amongst the upper eschelons are the champions of the Shining Path, the Shining Ones. Each has had a great loss and a great gain. For one to lose their body and become merely a brain in a jar is substantial but the sheer psionic and sorcerous power that comes with that is impressive, not to mention using the body of a gigantic ironic golem to move around has definitely been... a trade of sorts. Instinct: To learn

    • Brandish Psionics with Overwhelming Aplumb
    • Wield Incredible Sorcery
    • Beckon forth lesser cultists
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  • Navy Major Group, Stealthy, Organized, Intelligent, Cautious, Hoarder
    Saber (b[2d8] damage) 6 HP 4 armor
    Close

    Instinct: to conquer the seas for the crown

    • Duell with great technique
    • Reveal a prepared plan
    • call uppon the marine corps
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  • Solitary, Huge, Divine, Terrifying
    It just moves. Doesn't even think. (d12+7 damage) 22 HP 2 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: It has a hundred arms, heads, eyes and mouthes.

    The hecatonquiros are massive creatures, reaching as high and far as the eye can see. An enormous centipede walking on a hundred arms, with eyes and mouthes and faces coming out of its human skin. It's footprint is as big as a whole kingdom, and every step it takes provokes earthquakes and destroys islands. Instinct: Hecatonquiro

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  • Solitary, Huge
    (d10+3 damage) 20 HP 0 armor
    Reach

    Instinct: Hecatonquiro

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  • Marble Golem Solitary, Large, Magical, Devious, Construct, Slow
    Fists of Stone or lightning bolts (d10+2 damage 3 piercing) 30 HP 6 armor
    Forceful, Ignores Armor
    Special Qualities: Can't be damaged by weak attacks.

    [ALBION TOWER] The thuds of boots rocking over the white marble floor of the endless tower of Albion, rushing through the endlessly shifting rooms, sound hasty. As hasty as someone running from demise should sound. The cracking of marble on marble sounds heavily through the halls. The intruder running for his life from the monstrosity that is the marble golem. The golem doesn't tire and is near invulnerable. With the marble prison inside his chest he will capture intruders of the marble tower and punish those that came for their own benefit. The runes inscribed on his pale body glow with power and safeguard him from most harm. Instinct: to punish intruders

    • Smash through defenses
    • Imprison someone inside
    • Cast spells from magical runes.
    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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  • Living Weapon: Sword Group, Small, Construct
    hack & slash with itself (b[2d8+2] damage) 10 HP 3 armor
    Close
    Special Qualities: summoned by a mage

    "You are too close now, wizard! I will get and then kill you!" - "If you think I would make it that easy for you, you should start to use your head you imbecil." A few moments later the room was filled with hundreds of flying weapons. Fighting inside an armory wasn't something that the fighter thought could be exploitable by wizards. Instinct: to serve it's master

    • To move and attack
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