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  • Shadow Demon Group, Magical, Planar, Amorphous
    Claws, teeth (d8+2 damage 1 piercing) 9 HP 4 armor (good/light bypasses)
    Close, Ignores Armor

    Shadow demons are incorporeal, but are helpless in sunlight or bright light. Shadow demons can possess other creatures, and enter the sunlight; however, if they are hit with a magic form of sunlight, the possession ends. Instinct: To bring darkness

    • Blend into shadows
    • Can possess other creatures and create darkness
    • From the shadow plane
    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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  • Deepwood Banshee Solitary, Magical, Stealthy, Intelligent, Hoarder
    Whirling razorleaves (d12+2 damage) 12 HP 4 armor
    Close, Reach, Near, Far

    A Deepwood Banshee, despite its name, is not truly a spirit. It appears as a gaunt man or woman clothed in leaves, bark and vines. It lures wayward travelers with a dreadful cry, like a child or adult in pain or peril. When the victims are in sight, it unleashes a trap of roots and vines which ensnare and strangle. The creature's best defense is also its most damaging attack: a whirlwind of razorleaves that spins about its person. If bested it will make deals, and Deepwood Banshees are so ancient and uncivilized that they know the deeper mysteries of nature and the beast. They bear human-like children which begin to transform into the creature they are at puberty. This change is timed to match that of humans, though a Deepwood Banshee has a much longer lifespan, akin to dragons. A Deepwood Banshee's primary drive is to protect the deepest reaches of the forest from meddling mortals. Instinct: To guard the dark secrets of the forest from wayward travelers.

    • Tangle intruders in roots and vines
    • Lure intruders into a trap
    • Control plant life to tangle and lash
    • Shred with razorleaves
    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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  • Carnivorous Orchid Solitary, Huge, Stealthy, Amorphous
    Squeezing Tendrils (d10+5 damage) 23 HP 2 armor
    Reach, Forceful, Ignores Armor, Near

    A very large orchid-like flower, about 20 feet across. It waits for prey to come near, then grabs them with it's tendrils and drags them to a central chamber inside of itself, where acid will dissolve the flesh and bone. Instinct: Consume Passing Prey

    • Grab Prey with Tendrils
    • Drag and Squeeze Prey
    • Digest Prey in Central Chamber
    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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  • High Invocator Solitary, Magical, Intelligent
    Energy Bolt (d10 damage) 12 HP 4 armor
    Close, Ignores Armor, Far
    Special Qualities: Specialized Spellcaster

    High Invocators are the elite guard of Tower of Invocation, they wield tremendous and terrible energies. In the terms of raw power they are amongst the greatest mages in all of Akhenaten although they are less subtle than some of their counterparts. Instinct: to serve the Grand Invocation

    • Manipulate powerful magickal energies
    • Utilize evocation in unexpected ways
    • Unleash tremendous energy
    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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  • Grippli Group, Small, Stealthy, Magical, Intelligent
    basic weaponry, including dart guns (d6 damage 1 piercing) 7 HP 0 armor
    Close, Far
    Special Qualities: amphibious, camouflaged

    Grippli are a race of poison-dart-frog people. They form communities in damp wet places and by the seashore. Grippli desperately want to be seen as one of the main sentient races, and will ambitiously try to prove their worth as a race. Grippli can be friendly, but can also stealthily poison anyone that they oppose. They are a relatively innocent race, and do not have thieves or good liars. Most Grippli tend to become rangers, at which point they have stats as a 1st level ranger. Instinct: to gain influence

    • poison: 1d4 damage ongoing
    • hide in water or vegetation
    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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  • Forn Chakathi Solitary, Stealthy, Magical, Devious, Intelligent, Cautious
    Jagged Dagger (d6 damage 2 piercing) 12 HP 3 armor
    Close

    Instinct: To protect Drangar

    • Dart around while fighting
    • Disappears into black magical clouds only to reappear somewhere nearby
    • Create mirror images of himself
    • Hard to catch
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  • Ice Elemental Solitary, Large, Magical
    Freezing Breath (d10+2 damage) 24 HP 4 armor
    Forceful, Near

    Druids say that earth, air, fire, and water all have spirits, but they neglect to mention the more secret mixed types. Steam, ice, lava: all have their spirits, all the more vicious for their mixed natures. Instinct: To demonstrate the power of ice

    • Freeze its enemies
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  • Airship Solitary, Huge, Devious, Construct, Amorphous
    Ramming speed! (d6+3 damage) 27 HP 1 armor
    Reach, Ignores Armor
    Special Qualities: Good manuverability, 6 people comfortably.

    No, the Captain is not named "Cid." Instinct: To not be a complete dissapointment to the people that paid tons of money for it.

    • Flies. No weapons. Fueled by blocks of flying island.
    • Can traverse a zone in two weeks, a Borderland in 3 days.
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  • Intestinal Serpent Horde, Huge, Devious, Hoarder, Terrifying, Amorphous
    Bite (d4+3 damage 1 piercing) 14 HP 2 armor
    Reach, Far
    Special Qualities: Flexible and fast. , It's a giant cavern of snakelike Barnacles from Half-Life. Except the terrifying mouth is on the end of the tongue.

    The intestinal serpents will attempt to taste and then tear apart the airship. HP zero means it gives up and lets you pass. Instinct: To sample, categorize, and dismantle.

    • Sorts and organizes the debris of the Conversion Wyrm. Blind, it tastes the air and landscape to identify what the Wyrm had eaten, grabbing them with it's huge mouth, and moving them around the Digestion Cavity.
    • Pool drop. Picks something up to cow sized up, and drops it in a pit of acid.
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  • Bladewhirler Group, Intelligent
    Two long blades and two daggers (b[2d8+4] damage 1 piercing) 6 HP 4 armor
    Close, Forceful
    Special Qualities: four arms

    The product of arcane experiments on the unborn, these Empire super soldiers have four arms, each of which attacks with a slicing blade. The upper two arms employ short swords and the lower two daggers. These soldiers are trained from birth and can wield the four blades effectively simultaneously. Instinct: to cut down enemies

    • Slash several targets with flashing blades
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