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  • Patchwork Zombie Solitary, Hoarder, Construct, Terrifying
    Brute physical strength. (d10+2 damage) 20 HP 0 armor
    Close, Forceful
    Special Qualities: Pets of the most disturbed necromancers, stitched pieces of what could very well be your uncle.

    A shambling mess of bits and pieces, cobbled together from the remains of it's unfortunate victims. Instinct: Add to it's collection.

    • Break bones, rip off arms, collect the scraps.
    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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  • Peter the Steel Solitary, Magical, Intelligent, Hoarder
    Vampiric Lute (b[2d10+2] damage 1 piercing) 18 HP 4 armor
    Close, Forceful, Ignores Armor

    Peter the Steel (nicknamed Count Drugula) is an ancient vampire-bard. Incredibly tall, strong and handsome with long black hair, Peter's very gaze can weaken the will of those he looks upon. Peter typically looks for fair maidens and entrances them with his bewitching ballads after which he takes them to his lair, drugs them, and drinks their dope-laced blood for the euphoric effects. Peter's legendary lute doubles as a fearsome weapon as it is exceptionally large and, coincidentally, as hard as steel. Instinct: To charm and feed.

    • Feeds upon fair maidens and murders any who would stop him.
    • Can bend the thoughts of others with his bardic performances.
    • Smashes skulls with his vampiric lute.
    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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  • Wizard Slayer Solitary, Intelligent, Cautious
    longsword (b[2d10+2] damage 2 piercing) 12 HP 6 armor
    Close

    A Wizard Slayer is a knight who was grievously wronged by a Wizard earlier in their life, this causes them to have a bitter resentment for all those who wield magical powers. A Wizard Slayer wanders the land looking for Wizards that need killing, and may just show up at a most inopportune moment for your party. Instinct: To kill all wizards.

    • Seek out any magic users and cut them down.
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  • Viking Horde, Intelligent, Cautious
    axe (d6+2 damage) 3 HP 2 armor
    Close, Forceful

    Vikings are tall, burly, hairy, and often drunk warriors who set out to explore and conquer the world. Driven by unrelenting greed and a desire to reach the halls of Valhalla vikings are utterly dauntless and relish in the bloodlust of a brutal battle. Instinct: To pillage.

    • Ambush their foes and promptly axe them in the face.
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  • Norse Berserker Solitary, Divine, Intelligent
    greataxe (b[2d10+4] damage 1 piercing) 18 HP 0 armor
    Close, Forceful

    "The baddest mother******s in all the land,"- Zakk Wylde. Having gone into a relentless rage due to a combination of PTSD, magic mushrooms, various other intoxicants, and the gods blessing, berserkers will attack literally anything within their line of sight. They know no fear, they know no pain. Instinct: To kill all in sight.

    • Hurl themselves ferociously into battle with nothing but a greataxe and blue warpaint on their unclad body.
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  • The Krampus Solitary, Stealthy, Intelligent, Cautious, Planar, Terrifying
    Horns and whip (d10 damage) 12 HP 2 armor
    Close, Reach
    Special Qualities: Bestial Visage

    From a ways off I thought the thing was just a satyr moving house; a black-furred goatman all alone and carrying a bulging burlap sack on its back. Easy pickings. Rodger knew a shortcut through the woods and the three of us set up an ambush. The thing made an odd jangling and clinking sound as it approached, but I didn't notice all the chains until we'd dropped from our tree branch to surround it. By the gods! That face! Like something out of a nightmare. Blood red eyes and a pointed lolling tongue down to its waist. It slowly pointed at Clem and told him he'd been bad. Clem just started laughing until the thing lunged at him. Quick as a flash and that poor bastard is being shoved head first into the thing's sack. Which I suddenly notice is squirming and making these sobbing,  mewling sounds. Like it's full of crying babies or something. That's when I dropped my sword and ran. I dunno what happened to Rodger, but when I finally went back a few day later, the thing's hoofprints just... stopped. Like it disappeared into thin air. Instinct: To carry naughty children back to Hell

    • Make a racket by swinging its rusty, bell-laden chains
    • Stuff someone who’s been bad into its sack
    • Open a portal to the Nine Hells
    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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  • Sköll Solitary, Large, Divine
    Rip and Tear ([2d10+6] damage) 24 HP 6 armor
    Forceful
    Special Qualities: Immune to ice damage.

    Large wolves once used in place of horses to move carts in The Frozen North. Said to be blessed by Skadi, they boast an immunity to cold based magics. Instinct: Very Aggressive

    • Successful attack rolls above 15 cause 1d4+2 bleed damage per turn for 3 turns or until healed.
    • Swipe ([1d10+6] damage to up to 3 targets in close proximity.)
    • Leap ([2d8+4] if landing on an enemy.) Can be used to close large distances instantly, cannot move or attack in the same turn, must pass attack roll.)
    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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  • Kala Grima Solitary, Tiny, Stealthy, Devious
    Paralysis Poison (d6-2 damage) 6 HP 2 armor
    Reach

    Small black snakes that hide in the snow. Their bites are not poisonous but they can shoot spines from their mouths that paralyze. Instinct: Very Aggressive

    • Poisoned Projectile Spines
    • Aware of itself and how to hide.
    • It's poison paralyzes.
    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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  • Kaldr Vin Solitary, Large, Intelligent
    Claws ([2d10] damage) 10 HP 0 armor
    Special Qualities: Powerful Wings, can fly in any condition., Incredibly fast.

    Large birds found only in The Frozen North, they usually choose to avoid conflict. Prefers prey that is weaker than itself. Large enough to carry off large prey in it's talons. Instinct: Preys on 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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    • Bein Warg Solitary, Terrifying, Stealthy
      Serrated Teeth ([2d10+2] damage 4 piercing) 12 HP 5 armor
      Close
      Special Qualities: Hard Exoskeleton, Sharp Teeth

      Wolves rarely found in The Frozen North. Instinct:

      • Consuming flesh recovers health. (1d6)
      • Bonus to stealth in Snow. (+5)
      • Teeth can tear through steel.
      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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