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  • Mimic Solitary, Small, Stealthy, Hoarder, Amorphous
    Teeth (d10+2 damage) 15 HP 3 armor
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    It looks just like a treasure chest. But if you listen closely, you can hear its heartbeat. When you interact with a mimic unawares of its true nature, roll+DEX. On a 10+, you avoid the mimic's jaws. On a 7-9, you evade getting eaten and simply take damage. On a miss, you take no damage but the mimic stretches its elastic body and swallows you whole. When you're inside a mimic, take -1forward from the mimic's digestive juices and don't get too comfortable. Mimics digest anything but stone and metal. When you try to escape a mimic, roll+CON. On a miss, the mimic deals damage to you and some of your non-stone and non-metal stuff gets ruined. On a 10+, pick two. On a 7-9, pick one: *You get out *Deal your damage to the mimic *None of your stuff is ruined. Instinct: To devour

    • Eat unwary adventurers
    • Be indistinguishable from a typical chest or piece of furniture
    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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  • Redwood Acolyte Group, Divine, Magical, Intelligent
    dagger (d8+2 damage) 6 HP 0 armor
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    An acolyte of the redwood cult. Instinct: to indoctrinate

    • Spreads the word of the Redwood cult
    • caste dark magic
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  • giant spider Horde, Large, Terrifying
    sharp legs (d6 damage) 7 HP 2 armor
    Special Qualities: its a giant spider

    A giant poison spider. Instinct: to eat

    • bite with poison fang (debilitate constitution and poisons)
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  • Thug Solitary, Stealthy, Intelligent
    Dager (d10 damage 1 piercing) 12 HP 0 armor
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    Instinct: sfds

    • dsfd
    • Throw sand. Roll Defy Danger
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  • Undead Human Group, Terrifying
    claws or teeth (d8 damage) 10 HP 1 armor
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    An undead human brought back to life by dark magic. Though animated by magic it has its own desire and that is to consume the living. If the one who brought it into this world was skilled in the dark arts he will not be attacked. Instinct: to consume

    • Grab onto target
    • That which is killed by an Undead Human is turned "Undead."
    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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  • Summoned Spirits Group, Tiny, Devious, Amorphous
    release dark energy (d6-2 damage) 8 HP 0 armor
    Hand, Ignores Armor
    Special Qualities: floats around the room, lowers temperature in the room

    A small spirit summoned by the living. It wants nothing more than to absorb the life energy of the living. Instinct: to absorb energy

    • drain HP from living (d4-1)
    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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  • Skeleton Minion Group, Terrifying
    attack with held weapon or skeletal claws (d6 damage) 8 HP 4 armor
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    Special Qualities: Its bones are held together by magic, Magic attacks bypass armor, Blunt weapons bypass armor

    Its a skeleton made out of bones of the dead and animated by dark forces. Instinct: to follow his masters orders

    • reveal a held weapon
    • draw bones back together
    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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  • Blinding Choir Angel Group, Magical, Stealthy, Divine, Devious, Intelligent
    Fists (d4+2 damage 1 piercing) 8 HP 4 armor
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    The angels of the Blinding Choir take the form of beautiful men and women, winged and completely devoid of color. Their faces are blank where mortal eyes would be, but this lack of sight does not hinder them. The Blinding Choir cannot be seen nor heard by those who rely on vision, but should you be blind or forgo sight, you can hear their ceaseless chanting. The very touch of an angel can steal your sight and open your mind to their song. The Blinding Choir has no purpose but to make a game of mortal attempts to peer into the future. Whenever a seer or prophetess tries to speak wisdom out of time, an angel may be there, twisting their words. The ancient Unseen created them to keep mortals ignorant of fate. Instinct: Thwart the hubris of mortals

    • Twist prophecy
    • Remain unseen
    • Inflict blindness
    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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  • Calenas, The Iron Queen Solitary, Intelligent, Cautious, Hoarder, Terrifying
    Armored Bladed Arm (b[2d10+2] damage 1 piercing) 16 HP 5 armor
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    Special Qualities: The Iron Queen rides an armored dire wolf into battle

    The deadliest female in the tribe is chosen as the Iron Queen. The Iron Hand Tribe highly values females in their society as they are the givers of life which grow their numbers and their threat to society. To prove herself to be queen, the chosen female must tame a wild dire creature as her steed. Her armies will follow her until the end. Instinct: To strategize in battle

    • Command the Iron Hand Warriors
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  • Iron Hand Warrior Horde, Intelligent, Hoarder, Terrifying
    Armored Bladed Arm (b[2d6+2] damage 1 piercing) 3 HP 2 armor
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    Special Qualities: Right arm has been removed and replaced with an armored iron blade

    The Iron Hand are a hill tribe with a strict right of passage. Upon reaching adolescence, males must cut off their own right arm at the elbow, cauterize the limb, and kill an armed enemy in combat. Once their enemy has been killed they must steal their blade and forge it into an armored replacement for their own severed hand. The Iron Hand armors the right side of their upper body into a cohesive armored shell with their bladed arm protruding. The Iron Hand live to conquer and follow the will of their chosen queen. Instinct: To pillage for weapons and armor

    • Thrust their bladed arm foward
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