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  • Water Snake Group, Tiny, Stealthy
    bite (d6-2 damage) 6 HP 0 armor
    Hand

    A small water snake. It's venom isn't friendly! When a water snake bites you, roll+con. On a 10+, no sweat. On a 7-9, the GM chooses one. On a miss, both. - you're sick - you're weak Instinct: to antagonize intruders

    • appear suddenly in the water
    • vanish into the water
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  • Ghoul Group, Devious, Amorphous
    bite (d4 damage) 13 HP 2 armor
    Close
    Special Qualities: Undead!

    A rotting corpse with a supernatural aura of fear. When you're infected with ghoul rot, roll+con. On a miss, hold 2. On a 7-9, hold 1. On a 10+, you're fine (and you lose 1-hold). If you lose all hold, the infection has run it's course. The GM can spend your hold as follows: 2-hold: you lose 1 hit point until you're cured 5-hold: you gain a debility until you're cured Instinct: to eat the living

    • paralyze with a glance
    • inflict ghoul rot
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  • Acid Pudding Solitary, Large, Amorphous
    itself (d10+2 damage 2 piercing) 19 HP 2 armor

    A pulsating black goop that can dissolve almost anything. Instinct: to move

    • dissolve something
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  • Troll Solitary, Large
    claws (d12+4 damage 1 piercing) 20 HP 2 armor
    Forceful

    A hungry, angry troll; ready to lash out at anything that moves. Instinct: gorge itself on flesh

    • regenerate
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  • Ronald Monaghan Solitary, Intelligent, Cautious
    sling (d8 damage 1 piercing) 12 HP 2 armor
    Close, Near

    A grizzled thief and want-to-be-assassin. Instinct: to stay alive

    • move away from danger
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  • William O'Slattery Solitary, Stealthy, Intelligent
    dagger (b[2d8] damage 1 piercing) 12 HP 1 armor
    Close

    A hungry young rogue ready to "stake" out his claim for the treasure. Instinct: to survive

    • shank a vulnerable spot
    • slip away or around
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  • Djeserit Solitary, Stealthy, Magical, Intelligent
    dagger (w[2d8] damage) 12 HP 0 armor
    Close, Near

    A worn adventurer desperate to live and trusting none. When Djeserit casts sleep, if you can hear it, roll+wis. On a miss, you immediately fall asleep for a minute or two, or until something forces you awake. On a 7-9, anything but sitting down to rest is a danger. On a 10+, you shake it off. Instinct: to stay alive

    • hide behind someone or something
    • bluff about his strength
    • cast 'sleep'
    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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  • Fire Beetles Group, Tiny, Devious
    bite (w[2d4-2] damage) 6 HP 2 armor
    Hand
    Special Qualities: fire resistant

    A giant red beetle that seems red-hot. Instinct: to be left alone

    • breath fire
    • explode into a burst of flame
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  • Huge Spider Solitary, Small, Devious
    bite (d8 damage 1 piercing) 12 HP 1 armor
    Close

    A massive spider, imported from far-away and famed for it's deadly venom! When a huge spider bites you, roll+con. On a miss, take you last breath. On a 7-9, you're shaky until you can rest and eat a good meal. On a 10+, you're fine! Instinct: feed on flesh

    • spray with web
    • leap suddenly
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  • Green Slime Horde, Tiny, Stealthy, Devious, Amorphous
    itslef (w[2d4-2] damage 1 piercing) 6 HP 1 armor
    Hand, Ignores Armor

    A greenish mold-slime. Turns living matter into more slime! Instinct: none

    • turn flesh into slime
    • drip down
    • dissolve something
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