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  • Stinger Spawn Group, Large
    Stinger (d8 damage) 10 HP 3 armor
    Near, Reach
    Special Qualities: Swamp Walk

    A mature version of the Seedling Spawn adapted to be the protectors of the Chaos Demon. It uses its tail stinger to paralyze and immobilize its targets. They're thick skin is hard to pierce and their Swamp Walk makes them shifty and hard to hit while in their nest. Instinct: To Sting, Spread Infection

    • Paralyzing Sting, target starts to take DEX damage.
    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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  • Infector Demon Group, Large, Intelligent, Planar
    Vicious Claws (d8+2 damage) 14 HP 1 armor
    Close, Forceful, Far
    Special Qualities: Swamp Walk

    A large demon spawned from the realm of chaos. The demon was spawned by the fragment of the chaos shard in the staff-of-earthen-might and has taken on its powers. It manifests as a large demon made from plant matter and swampy earth. The seeds it produces turn into various forms of infected spawn that it uses to spread its chaotic infection. Instinct: To Immobilize target, Spread Infection

    • Venomous Sludge, throws a ball of slime at target that weakens target, if already weakened the target is immobilized. 1d4 damage.
    • Amorphous Body, is made of slime and mud. May never take more than 2 damage at one time.
    • Relentless Attack, rolls damage at advantage against immobilized targets.
    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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  • Priest Spawn Group, Large, Intelligent
    Staff (d8 damage) 10 HP 2 armor
    Close, Reach
    Special Qualities: Swamp Walk

    One of the priests that came to rebuild the ruins. Now a mindless slave and fused with one of the corrupted plant creatures. The powers of the priest have been incorporated into its new form along with a semblance of its former mind. Instinct: Direct minions, Spred Infection

    • Corrosive Reflux, small blast of acid that eats away armor. 1d8 damage.
    • Croak, lets out a reverberating croak that STUNS its victim. 1d10 damage.
    • Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
    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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  • Incubator Spawn Group, Large
    Bite (d6 damage) 10 HP 2 armor
    Close, Reach
    Special Qualities: Swamp Walk

    A mature form of the seedling spawn, these large creatures will attempt to devour any living thing. Once ingested, the incubator absorbs and merges with its prey. Instinct: To consume prey, Spread Infection

    • Tendrils, will reach out and ensnare a target and attempt to pull it closer.
    • Swallow, after prey is pulled close they are swallowed whole. Take d4 damage while consumed.
    • Leap, uses powerful jump to disengage and finish digesting.
    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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  • Infected Guard (Long Spear) Group, Intelligent , Medium
    Long Spear (d8 damage) 6 HP 2 armor
    Close, Reach
    Special Qualities: Swamp Walk

    One of the guards hired to protect the convoy, these mercenaries were among the first to be infected and quickly turned on the clergy they were hired to protect. More durable and well equipped then their companions, they still retain some of their former instincts and will charge into combat when approached. Instinct: Imapil at reach, Spread Infection

    • Charge, the guard rushes at an enemy and attempts to knock prone. On a miss the guard is prone.
    • Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
    • Bully, will attack any prone target. Gets advantage on damage against prone target.
    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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  • Infected Guard (Shield) Group, Intelligent, Medium
    Spear (d8 damage) 6 HP 2 armor
    Close
    Special Qualities: Swamp Walk

    One of the guards hired to protect the convoy, these mercenaries were among the first to be infected and quickly turned on the clergy they were hired to protect. More durable and well equipped then their companions, they still retain some of their former instincts and will charge into combat when approached. Instinct: To charge enemy and infect

    • Charge, the guard rushes at an enemy and attempts to knock prone. On a miss the guard is prone
    • Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
    • Bully, will attack any prone target. Gets advantage on damage against prone target.
    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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  • Infected Pilgrim Group, Intelligent, Medium
    Javelin (d6 damage) 6 HP 1 armor
    Close, Throw, Near
    Special Qualities: Swamp Walk

    One of the pilgrims that traveled with the clergy to the ruins. These poor souls have been infected by the chaotic growth and are now mindless slaves. The infection lets them traverse the environment easily. Their only goal is to consume life to feed the infection. Instinct: Spread Infection, consume

    • Leaping Strike, jumps a short distance. Gains advantage on damage. Anyone attacking the Pilgrim gets disadvantage to hit this round.
    • Noctious Aura, anyone near this creature must make a CON save or become weak and take STR damage. CON Save ends condition.
    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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  • Weregriffin Solitary, Intelligent
    Talons (d10+2 damage 1 piercing) 12 HP 1 armor
    Close, Forceful
    Special Qualities: Wings, Weak to Silver

    Strange rumours do abound sometimes about something that blurs the lines between man and beast - but more specifically between a person and a griffin, however the rarity of these rumours coupled with the supposed contagious nature of this form of lycanthropy poses a particular answer. Namely, such a peculiar lycanthrope is less subject to the wild and ghastly whims that a werewolf might be subject to - but moreover that those who fall under this 'curse' are either of a particular family or clan or organisation - and are careful to operate openly. Operating in secrecy, with this in mind it would be difficult at best to find them out, not to mention more than likely perilous - we should, at least for the moment, hope that like the noble griffin itself, that their motives are pure. If not, such a clandestine conspiracy could achieve.... great and terrible things. Instinct: To shed the appearance of barbarism

    • Judge someone's worthiness
    • Strike from above or within
    • Transform to pass unnoticed as beast or man
    • Survey a region like only a person or griffin could
    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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  • Seedling Spawn Group, Tiny
    Claws (d6 damage) 1 HP 0 armor
    Close
    Special Qualities: Swamp Walk

    A small insect like plant creature spawned from the pods of the larger hosts. These seedlings only instinct is to infect living creatures and spread their foul growth. Instinct: Spread foul growth

    • Foul Spores, spews a small cloud of poison. d4 damage, ignores armor.
    • Facehugger, latches onto face and lays spores.
    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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  • Group
    Claws (d8 damage) 6 HP 0 armor
    Close

    Instinct: Spread foul growth

    • Foul Spores
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