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  • Hastur Solitary, Huge, Magical, Divine, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous
    Tattered robes (b[2d12+9] damage 4 piercing) 33 HP 6 armor
    Reach, Forceful, Ignores Armor, Near, Far
    Special Qualities: Tendrils

    Instinct: Unknown

    • Spreads insanity
    • Cause insanity
    • Omnipotent
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  • Siren Group, Stealthy, Devious, Intelligent, Hoarder
    Claws (d4 damage) 6 HP 2 armor
    Close
    Special Qualities: Aquatic

    Instinct: Lure sailors

    • Lure sailors to their death
    • Alluring song
    • Mind altering song
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  • Captain Redlocke Group, Stealthy, Organized, Intelligent, Cautious
    Cutlass (b[2d8] damage 1 piercing) 6 HP 2 armor
    Close, Reach, Near, Far

    Pirate captain Instinct: Seek adventure

    • Pirate
    • Dirty fighting
    • Assemble crew
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  • Hastur Cult leader Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Hoarder, Terrifying
    Dark tendrils (b[2d10+4] damage 2 piercing) 22 HP 7 armor
    Close, Reach, Near, Far
    Special Qualities: Eldrich and corrupt

    Leader of the cult of hastur. Chosen by his god, he has twisted into a more powerful being, at the cost of his humanity. Instinct: Serve hastur

    • Spread madness
    • Cause insanity
    • Cause insanity
    • Call servants
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  • Hastur Cultist Horde, Stealthy, Organized, Intelligent, Hoarder
    Sacrificial Dagger (d4 damage) 7 HP 0 armor
    Close

    Cultists that serve the great old god hastur. They possess no divine powers, but their madness and dedication make them fight with more zeal then a fanatic paladin Instinct: Spread madness

    • Serve the old gods
    • Tries to befriend you
    • Call for aid
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  • Blood Goat Cultist Group, Magical, Intelligent
    Blood boil (d8 damage) 6 HP 0 armor
    Close, Reach, Ignores Armor, Far

    The Blood Goat Cultist is a part of the Blood Goat Cult. They use blood magic to bind powerful and possibly evil souls of the dead to goat bodies. They usually stick around in smaller groups of two to four cultists to perform blood rituals. They are often encompanied by Blood Goats. Instinct: Lusting for power

    • Uses blood magic
    • He hurts himself to form very powerful spells.
    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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  • Guild Assassin Leader Group, Stealthy, Magical, Organized, Intelligent, Hoarder
    Dirk (b[2d10+2] damage 2 piercing) 12 HP 3 armor
    Thrown (Dirk), Close
    Special Qualities: Has swallowed a rare potion that nullifies the effects of magic. Total armor against magic is 5

    The leader of the Assassin's Guild is a canny and deadly adversary. He's the leader for a reason, his people look up to him and sometimes fear him for he is the deadliest person they've ever known. His skills with the knife are unsurpassed, diving into and out of range, melding with shadows that seem to follow his every movement. Each time he cuts, his blades pierce a vital spot while yours will find only air... When the guild leader takes on a contract there is no point in trying to run, you'll only die tired. Instinct: Rule by example

    • Whirling Blades of Death
    • Backstab - roll b[3d10+2]
    • Nullify Magic (+2 armor against magic)
    • Escape to call for aid
    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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  • Guild Assassin Group, Stealthy, Organized, Intelligent
    Dirk & Crossbow (b[2d8] damage 2 piercing) 8 HP 1 armor
    Thrown (Dirk), Close

    The guild assassin when at war will hunt in packs of four (known as a quad). They are expert knife-men and will often work together to flank a target delivering vicious strikes to vulnerable spots. The crossbow is generally used to ambush their targets or take down a fleeing mark. Instinct: To complete the contract

    • Kill cleanly and quietly
    • Backstab - roll b[3d8]
    • Escape to call for aid
    • Hide in shadows
    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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  • Stone Golem Solitary, Construct, Amorphous
    Fist Slam (d10+4 damage 1 piercing) 23 HP 4 armor
    Close, Forceful
    Special Qualities: A stone statue animated to life, Vulnerable to blunt weapons

    A stone statue made of dark granite. It's features are blunt and vague, as if the stonemason got bored of carving it after making a rough humanoid shape. It's hands, for want of a better description are misshapen rough lumps. It stands vigil, one arm down the other imitating a fist to heart pose. Instinct: Guard the way ahead

    • Slam
    • Smash
    • Stomp
    • Crush
    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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  • Sewer Crocodile Solitary, Large, Stealthy
    Bite (d10+4 damage 1 piercing) 16 HP 2 armor
    Forceful, Near

    These sewer dwellers float along the murky waters of sewers looking for it's next hapless victim be it Rat, Goblin, Thief or Adventurer. 'Ware the one caught in it's steely bite as it dives into the depths to tear and drown it's victims. Instinct: To consume

    • Roam the murky depths of the sewers
    • Lunge from the sludge
    • Tripping tail whip
    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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