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  • Pirate Group, Intelligent(ish)
    CLEAVE HIM TO THE BRISKET (1d6 damage) 3 HP 0 armor
    Melee, Range (near)

    bilge-suckin, lily-livered, sons-a-biscuit-eater scurvy dogs! Instinct: AVAST, YE!

    • Cutlass
    • Flintlock
    • Group Attack. Roll damage for each pirate attacking a given PC: On a failed dodge, use the highest damage roll. On a partial success, use the lowest.
    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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  • Pit of Vipers Horde, Large
    Bite (d6-2 damage, with change of poisoning on a failure on 6-) 4 HP 0 armor
    Special Qualities: Untargetable Mass

    A pit full of angy snakes. Instinct: bite! bite! bite! bite!

      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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    • Whisk Tiny, Intelligent, Spirit
      Gust (d6-2 damage) 1 HP 0 armor
      Reach (near)
      Special Qualities: Tempest Fairy, Winged

      An unassuming little fork-tailed storm petrel with minor tempest abilities. Instinct: to attend the Overseer of the Sea and Sky

      • Allow or deny access to the Tempest Portal into the spirit world.
      • Influence mild winds and tide
      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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    • Horizon Solitary, Huge, Deteriorating, Spirit
      Squall (2d6 damage) 24 HP +1 armor (when flying)
      Reach (far)
      Special Qualities: Overseer of the Sea and Sky, Winged

      A gargantuan frigatebird with inky black plumage that trails into a long, deeply forked tail. A distinctive red gular pouch matched the vibrant scarlet of her eyes, resting over a long, hooked bill. Instinct: to stir the sea and sky to tempest

      • Tear and grapple with talons.
      • Peck with beak.
      • Repel invaders with powerful winds.
      • Lightning; +2 damage to characters wearing or carrying metal
      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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    • Mold-taken Wasp Solitary, Large, Terrifying
      Mandibles (d10+2 damage) 20 HP 2 armor
      Ignores Armor
      Special Qualities: Hypersensitive Smell, Underdark Adapted

      Instinct: To eat

      • Burrow
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    • Hivemind Adventurer Group, Stealthy, Intelligent, Hoarder, Planar, Amorphous
      Infected Blade (b[2d8+4] damage) 17 HP 2 armor
      Close, Forceful
      Special Qualities: Spore Death burst

      Instinct: To spread the mold

      • Scheme
      • Synchronize with the mold infestation
      • Travel the Warren of Life
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    • Wrymlord Koth, Male Bugbear Sorcerer Group, Magical, Organized
      Cast Magic Missile (d8 damage) 8 HP 2 armor
      Close, Ignores Armor, Near

      Will use Ray of Enfeeblement on melee targets. Will cast Lightning Bolt if targets align. Prefers Magic Missile over using his morningstar Will flee if the fight goes south. Instinct: To rise in the ranks

      • Flee from losing battles
      • Cast Lightning Bolt if enemies line up
      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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    • Dija Palsja (Witch) Solitary, Magical, Stealthy, Intelligent, Terrifying
      Curse of Agony (8D4 damage, no wounds) (d12+2 damage 2 piercing) 30 HP 4 armor
      Close, Forceful, Ignores Armor, Near, Far
      Special Qualities: Read minds, steal weapons, use shortcuts and secret passages

      Dija is a crooked, hairless old witch dressed in a dark purple hooded robe. The hood makes it almost impossible to make out her face, which is a good thing. Due to being hundreds of years old, her body is decaying, so she wears the skin of the people she eat.She travels around looking for other witches and wizards, which she then ritually kills and devours to gain their powers. Instinct: Skin people, gain power, spread fear

      • Threaten danger to all those nearby (-Defy danger)
      • Cast illusion spells
      • Wreak havoc
      • Control minions
      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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    • Six-Headed Hydra Solitary, Large, Hoarder
      Bite, grapple (d10 damage) 18 HP 0 armor
      Near
      Special Qualities: Regrow heads

      The Six-Headed Hydra prefers aquatic locations. It hoards and protects gold and other valuables. Someone who spots the Hydra's loot but doesn't spot the Hydra lurking below the water is in for a terrible surprise. If 3 Damage is dealt to a head the head is severed. If fire is not used to sever the head or is not applied to cauterize the wound then two heads will grow in its place. Grow heads on the next 6-. Add 6HP when the two heads grow. At 12 heads the heads fight with each other instead of continuing to attack adventurers as long as they don't attack or go after the loot. At two heads its intention is to flee. Leaving the loot behind. Instinct: To hoard. To eat.

      • Drown and Devour.
      • Regrow Heads
      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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    • Paper Dragon Horde, Small, Intelligent, Construct, Amorphous
      Claws and Fangs (b[2d8+2] damage) 10 HP 1 armor
      Close
      Special Qualities: Spear Tail, Cast a Scroll Magic

      A dragon made of magic scrolls. Great golems, messengers and familiars. Instinct: Serve the master

      • Paper Tear Them
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