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  • Samuel Kun Solitary, Organized, Intelligent, Construct
    Ghostly Machete (d10 damage) 20 HP 0 armor
    Close, Ignores Armor
    Special Qualities: Incorporeo, He was created by the violence of the city

    Instinct: To seek revenge

    • Turning invisible
    • Call the birds of prey
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  • Necromaniac Group, Stealthy, Intelligent, Planar, Terrifying
    Corrupting claws (b[2d8+2] damage) 6 HP 0 armor
    Close
    Special Qualities: It deforms and viciously mocks humanity

    Instinct: Reproduce themselves through souls' corruption

    • Devour human souls
    • Faking humanity
    • Maddening visions
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  • Wereorca Solitary, Large, Stealthy, Intelligent
    Bite (d10+4 damage 1 piercing) 20 HP 1 armor
    Forceful, Messy
    Special Qualities: Land- and seaborne, Weak to silver

    Only a fool would expect lycanthropy to extend purely to the realm of wolves and men. In colder, especially more watery climes the curse that blends beast and person infects in other ways - the black and white reapers of the deepest seas and oceans are among them. Of course as one would expect these types of... denizen are more likely to be found on ports or out to sea, nonetheless they are perilous if provoked. For one they tend to be much bigger. Instinct: To shed the appearance of civilization

    • Transform to pass unnoticed as beast or man
    • Burst forth entirely unexpected
    • Prey upon the weak
    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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  • Delga Bjorin Solitary, Intelligent
    Dual Scimitars (d10 damage 1 piercing) 12 HP 1 armor
    Close
    Special Qualities: Monster tamer

    Delga Bjorin is an Elven ranger who has been tracking and studying monsters and beasts for centuries. He is a kind soul, though it may be hard to see through the layers of dirt, grime, and thick paranoia that covers him. He has tamed many a creature in his time, and can call upon them as he needs. Instinct: to do what can't be done

    • Summon a beast
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  • Tink Solitary, Small, Intelligent
    Sword that changes Shape (b[2d10] damage 2 piercing) 12 HP 5 armor
    Close, Near
    Special Qualities: Created Tools

    Tink, is a tinkerer. He is better than all those regulars. He has upgraded himself and his weapons to be far better than average. They can morph and take shape, his weapons if lost can come back to him as if they have a will of their own. He has a telescoping shield. He always has his trusty jet boots that he designed himself. Instinct: Defend Creations

    • Attack with ever changing weapon
    • Open Doors with more creations
    • Remove Weapon with Wip
    • Jump Back with jet Boots
    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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  • Barrow Abomination Solitary, Magical, Terrifying, Amorphous
    Ghostly Tentacles (d10 cold damage) 15 HP 5 armor
    Close, Ignores Armor
    Special Qualities: Super natural senses

    Physical manifestation of chaos energy. Upon disturbing its rest a Barrow Abomination will draw itself up from piles of bones and skills until it resembles a roughly humanoid shape. Instinct: To corrupt and cause chaos

    • Magically sever an appendage from the target's body, causing no damage but considerable pain (will reappear after death)
    • Grapple with ghostly tentacles
    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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  • Gorenak Solitary, Large, Magical, Construct, Terrifying, Amorphous
    Fists (d10+4 damage) 27 HP 5 armor
    Forceful, Near
    Special Qualities: Acquire limb, Limbs Melded together, Smells of Burned Hair, appears welded together

    Melded together by some form of magic or tinkering. Gornak is able to acquire limbs and become more powerful and use the abilities of his enemies. He is about 15 feet tall and grotesque. His stench causes nausea in melee range and melee will roll for attack with disadvantage. Instinct: To acquire more limbs and become stronger

    • Spew Acid Bile
    • Tear Off Limb - Acquire ability
    • Huge Fist
    • Throw Enemy
    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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  • Amphisbaena Solitary, Large, Stealthy
    Bite (d10+2 damage, 1 piercing) 12 HP 1 armor
    Close
    Special Qualities: If chopped in half it will regrow replacement heads

    The amphisbaena is a variety of giant poisonous snake often found in caves and dank dungeons. Instead of a tail there is a second head. Instinct: To hunt

    • Swallow a helpless victim whole
    • Poison prey through a venomous bite
    • Crush prey with an iron grip
    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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  • Amber Jelly Group, Small, Amorphous
    Pseudopod Strike (d6 damage) 9 HP 1 armor
    Close

    Amber jellies are glistening, transparent amoebae of a densely gelatinous and vaguely ovoid nature. They are most notable for their deep sickly yellow color. Often found in small groups, amber jellies work together to trap their prey. They prefer to stick to ceilings, high walls or alcoves where they can shoot their mucilage repeatedly from safety. Amber jelling mucilage may be dissolved by alcohol. Instinct: trap and feed on pray

    • Spew Sticky mucilage
    • Anyone hit must make a Defy Danger or be covered in the Mucilage (Hard to move)
    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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  • Cleric of Orcus Group, Divine, Magical
    Mace (d8+2 damage) 6 HP 2 armor
    Close

    A mid level cleric of Orcus, they wear black chain mail and are armed with a mace and metal shield They also come with an undead entourage that follow their command D6 (1-2) - 2d6 Skeletons (3-4) - 1d8 Zombies (5) - 1d8 Funeral Pyre Zombies (6) - 1d3 Ghouls Instinct: To command undead

    • Sacrifice something to Orcus
    • Preform dark rituals
    • Place curses
    • Can raise cult members as their 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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