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  • Sand Scorpions Group
    Pincers (d8+2 damage 1 piercing) 6 HP 3 armor
    Close
    Special Qualities: Giant Stinger

    Human sized scorpions that dart and swim through the sand. You probably shouldn't have activated that trap. Instinct: Devour Prey

    • Inject Deadly Poison
    • Crush Armor in 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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  • Mutant Lizardman King Solitary, Large, Magical, Hoarder, Intelligent
    Bolt of Chaos (d10 damage) 22 HP 4 armor
    Ignores Armor, Far
    Special Qualities: Shrouded in Chaotic Energy, Thick Layers of Fat

    The leader of the mutated lizardmen is more a giant lump of tumors and fat than anything humanoid. Whatever he once was has been lost to the mutation. Radiating with chaotic energy, this will not be an easy foe. Instinct: To rule in peace

    • Mutate horrifyingly
    • Forcibly Mutate Another
    • Cast an ancient and terrible spell
    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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  • Mutating Lizardman Brute Solitary, Large
    Giant Mace (d10+4 damage) 20 HP 3 armor
    Forceful, Messy, Reach
    Special Qualities: Varying Mutations, Huge Size

    Literally standing above the rest of the mutants, this particular lizardman towers over even an ogre, and it looks mad. Instinct: Eat and Destroy

    • Mutate an adaptation
    • Grow even larger
    • Tear off and eat a limb
    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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  • Mutating Lizardmen Group, Intelligent
    Ancient Weaponry (d8 damage) 10 HP 3 armor
    Close
    Special Qualities: Varying Mutations

    A lost ancient tribe of lizardmen that guard the pyramid from intruders. Speaking an ancient tongue, they will defend their holy ground against all, no matter the cost. Their bodies are visibly riddled with mutation and corruption. Oozing boils, lumps of tumors, varying limbs, eyes, etc. Each one is unique and disturbing to look at. That which doesn't kill these vile creatures will only make them stronger. Instinct: Repel the invaders!

    • Mutate an adaptation
    • Develop a new limb
    • Grow thick armor (+1 armor each time)
    • Morph into something worse
    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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  • Half-Dragon, Half-Blink Dog Group, Small, Stealthy, Devious, Intelligent, Planar
    Dragon Toothed Bite (d4 damage 2 piercing) 6 HP 3 armor
    Close, Near, Far

    Half, as his owner calls him, is a difficult foe to conquer. When threatened, Half will vanish into thin air only to reappear on the other side of its attacker. His owner uses him as a distraction while he attacks with arrows from afar. The two are a deadly team, but Half is not extremely dangerous on his own. Kill him, however, and you have his owner to answer to... Instinct: To distract

    • Shift in and out of reality to confuse foes
    • Wait for an enemy to attack and then vanish
    • Keeps moving to avoid attack
    • Shift into another plane to avoid attack
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  • Asgoratha the Demon Solitary, Large, Divine, Magical, Organized, Intelligent, Cautious, Planar, Terrifying
    Whip of Hellfire (b[2d12+6] damage) 20 HP 5 armor
    Forceful, Reach, Ignores Armor, Near
    Special Qualities: Black ashy wings, Blood-red skin licked with elemental flame

    Asgoratha was once defeated by the great wizard, Drangar, who cast it into the void never to be a threat again. Upon his exile, the demon trapped the wizard's soul in a phylactery giving him immortal life until it was destroyed. Hundreds of years later Drangar summoned the demon, Asgoratha, in order to aid him in finally passing on and leaving the world behind. The demon agreed to help in order for his freedom. The demon knows the truth about the wizard's immortal life, but uses his new freedom to kill and murder, setting the stage for the demon realm, known as the void, to come back into the world and reign once again. In order to stay free, the demon must agree to all of Drangar's request, but has managed to avoid telling him the truth about his curse. The phylactery is a black orb embedded in the chest of a great titan of the void. Instinct: To slaughter

    • Kill without pause or remorse
    • Rips open portals to the void
    • Open portals to summon lesser demons
    • Hurls entrapped enemies into the void
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  • Raegar the Dragon Hunter Solitary, Magical, Devious, Intelligent
    Dragon Bow (b[2d8] damage 1 piercing) 12 HP 4 armor
    Close, Reach, Far
    Special Qualities: Vast knowledge of dragons plus their skills/tactics

    Raegar saw his entire village razed to the ground by deadly dragons more than 40 years ago. Since, he has dedicated his life to hunting them all down and destroying them. Years ago he came across a distinct abomination in the form of a blink dog/dragon hybrid. The two joined forced and Raegar named his faithful companion Half. Raegar has Half use his phase-shifting ability to distract dragons and then attacks them from a distance with scale-piercing arrows from a bow comprised of dragon bone and hide. On his hunt, Raegar has learned a power elemental spell that summons a net that drops from the sky trapping flying dragons. He often waits to see them use their breathing ability to determine which element would be most damaging to them. He is a fast and efficient hunter and has slain many dragons in his time. Instinct: To hunt down all dragons

    • Trap and kill dragons
    • Summon arcane nets made of pure elemental energy
    • Distracts dragons with his teleporting half-dragon, half-blink dog
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  • Regal Barghest Group, Organized, Intelligent, Terrifying
    Horrifying Maw (d8+2 damage 3 piercing) 6 HP 1 armor
    Close, Messy
    Special Qualities: Avatar of Cannibalism

    It's a goddamn Barghest; they run the Goblin Empire, both as its temporal rulers and as their spiritual rulers. Highly respected by their goblin underlings, they appear to be normal (if a tad tall) goblins, who can shift into horrific hyena-beasts with bleeding eyes. Instinct: to rule their inferiors

    • Consume flesh to learn secrets.
    • Call guards
    • Change forms.
    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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  • Wire Golem Solitary, Large, Intelligent, Cautious, Hoarder, Construct, Terrifying, Amorphous
    Razor-thin wires (d10+2 damage 3 piercing) 27 HP 5 armor
    Reach, Near
    Special Qualities: Blood-as-fuel; Single-minded, Made of corpses

    During the Interregnum, the Brothers of Will and Steel were desperate. Enemies sought the Engine from every corner. The Solid Storms raged across the land. And coup after bloody coup fostered dangerous feelings among the Brothers. So would history judge harshly the engineers for their cold practicality, for their discovery of a solution so simple, so terrible? "For the Engine is All, and must be protected ... even from ourselves." --- Focused, silent, and ever-watching from seven sets of dead eyes, the wire golem is a fearsome sight: seven fresh corpses, stitched together with a continuous mile of hair-thin electrum wire, charged by the very un-essence of the bodies themselves. The wire is fluid, living, whipping almost faster than the eye can see, creating a veritable razor-cloud around the mass of flesh. Commanded only to consume the corpses of enemies, a defect in design caused the golem to perceive any once-living material as "dead," forcing it to "absorb" material ill-suited for operation (only seven once-living, intelligent creatures are sufficient - and no, no one knows why seven). Thus, the thousands of golems that once existed have slowly but surely been destroyed, more from malnutrition than malfeasance. Of those that remain, almost all have gained some sort of intelligence, making them even more deadly and unpredictable. Instinct: Protect the Engine

    • Consume the unwary
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  • Tacker Solitary, Small, Magical, Construct
    Tackern (b[2d10] damage 1 piercing) 12 HP 0 armor
    Close, Near, Far

    Es sieht aus wie ein Tacker Instinct: Es will immer nur tackern

    • Es tackert Leute an die Wand
    • Es tackert auch auf Entfernung
    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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