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  • Fenrir Solitary, Organized, Intelligent
    Claws (b[2d10+4] damage 3 piercing) 12 HP 3 armor
    Close, Forceful

    Instinct: Lead the rebels

    • Rebel
    • Rebel
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  • Bone Goblin Solitary, Small, Intelligent, Hoarder, Terrifying
    Clawing (d6+2 damage 1 piercing) 12 HP 1 armor
    Close
    Special Qualities: Long, thin fingers, Sharp Claws, Green-gray skin and big, misty eyes.

    "When the Catacombs were first built, it was to house the dead of the Great Plague. Unfortunately, the architects of the catacombs forgot to consider the effects it would have on the local wildlife. Namely; Goblins. Many Goblin clans lived in the area and once the Catacombs were built, they began to disappear. Soon there were no Goblins left. Only much later did I discover them to be living. They had moved underground and had subsequently been corrupted by the death magics within the Catacombs. They had evolved from gibbering hordes to gibbering loners. Their trademark is their hoard of small beautiful bones (and other bone shaped objects). Dangerous, feisty and maniacal, these poor creatures are best left alone." Instinct: To guard its hoard

    • Hoard any bone-shaped object.
    • Steal any bone-shaped objects.
    • Attack those tampering with bone piles.
    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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  • Greater Fire Elemental Solitary, Huge, Magical, Planar, Amorphous
    Flame Jet (b[2d12+5] damage) 27 HP 5 armor
    Reach, Ignores Armor, Far
    Special Qualities: Requires Fuel and Air to Survive, Water Causes 1d6 Damage & Ignores armor

    A greater fire elemental appears as a very large sheet of flame, roughly humanoid in shape, bearing two arm-like appendages. The only facial features noticeable on a greater fire elemental are its eyes, which glow an intense, bright red. Though they are incapable of speech, greater fire elementals are able to make sounds similar to the hisses and crackles of a large fire, they can use their intense heat to also draw and funnel the wind creating a loud howling noise. Greater fire elementals can form a great flame that resembles a whip that they strike at distant enemies. The whip is also used to slam into the floor creating a temporary river of molten rock. Greater fire elementals tend to survive only as long as there is fuel to feed their insatiable appetites, once the fuel is gone, the fire elemental will die leaving only a pool of hardening obsidian as the only evidence of it's existence. Instinct: To Burn Everything it Can

    • Flame Whip
    • Create Magma Rivers
    • Commune with fire
    • Engulf Target
    • Melt Weapons and Armor
    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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  • Nyarlathotep Solitary, Huge, Magical, Stealthy, Divine, Planar, Amorphous
    Lashing appendages (d12+7 damage) 33 HP 5 armor
    Reach, Forceful, Ignores Armor, Near, Far

    "Don't fail to see Nyarlathotep if he comes to Providence. He is horrible — horrible beyond anything you can imagine — but wonderful. He haunts one for hours afterward. I am still shuddering at what he showed." Instinct: To bring madness

    • To carry out divine orders
    • Shape-shift into a human.
    • Infect the mind, causing the target to lose control
    • Use near limitless Eldritch knowledge to perform several rituals.
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  • Drown Horde, Divine
    Heavy arm strikes (d6 damage) 13 HP 1 armor
    Close, Near

    "How curious the light behaves Reflecting off the dancing waves. Oh how my very being craves A view from down below. Suspended in my watery lair, I would not need to gasp for air, For I'm no longer human there Beneath the icy flow. It's peaceful there, but I have found I still can hear the distant sound Of voices of the souls who drowned And left loved ones to mourn. The lonely wails transmit the pain Of those who just could not remain So journeyed to the unknown plane Of dead souls and unborn. But in this world there still exist Survivors who will always miss The passion of their lovers' kiss That warmed them night and day. Though here above the vast, cold sea, My heart is without tragedy, For I have someone dear to me Who hasn't passed away. Never let that be untrue For I could not bear thoughts of you Trapped underneath the ocean blue Deprived of your last breath. No harm to you would I condone, For I'd be left here on my own To face this tragic world alone, A fate far worse than death." Instinct: To protect their masters

    • Serve
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  • Graxan Heavy Group, Intelligent (sort of), Hoarder
    Minigun (b[2d8+2] damage 1 piercing) 6 HP 6 armor
    Close, Near, Far
    Special Qualities: Fire Belching

    The Graxan Heavy is the Graxan Empire's meatshield on the battlefield. Only the largest, strongest and quite often dumbest of the Graxans are up to the task. Clad from head to toe in thick metal plates, the Graxan Heavy can withstand sustained fire, while their mini-guns reply in kind. Instinct: To shoot

    • Stand and Spray
    • Belch Great Balls of Fire
    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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  • Necrophidius Solitary, Large, Construct, Amorphous
    Constrict. Bite. (b[2d10+2] damage) 17 HP 3 armor
    Forceful, Near
    Special Qualities: Protect. Black Gate.

    The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its head a humanoid skull with a snake's jaws. Instinct: Protect place of interest

    • Guard.
    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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  • Zilchling Group, Stealthy, Hoarder, Amorphous
    Spiked arms (d8 damage) 9 HP 1 armor
    Close, Reach

    The Zilchlings are inky black creatures, that crawl up from the depths of the foundations. They often have stashes with treasures from the foundations. Instinct: Pulls victims down into the foundation

    • Stalk the borders and openings to the foundation
    • Disguise: Defy danger +Wis, otherwise the Zilchling takes the shape of a friend or and innocent, and has a chance to sneak attack
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  • Primix Ancient Solitary, Huge
    Pounding (d12+3 damage) 24 HP 2 armor
    Reach, Ignores Armor

    The Primix ancients are colossal beings, that are serviced by numerous wispy spirits. Instinct: Hoard treasure

    • Travels the land slowly gathering treasure
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  • Primix Rowler Horde, Large, Terrifying
    bite and claw (d6+4 damage) 7 HP 0 armor
    Forceful
    Special Qualities: Looks incredibly vicious

    The Rowlers look like large colorful raptors, slightly colored with feathers. Instinct: Destroy

    • Serve the Primix high lords
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