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  • Nothing Solitary, Magical, Divine, Planar, Terrifying, Amorphous
    Fangs (b[2d10+4] damage) 17 HP 5 armor
    Close, Ignores Armor, Far
    Special Qualities: Indescribable

    Scary, scary. It's quite scary. You may just run away. Don't even THINK about it. Some say it is a experiment gone wrong. Others say it is an alien. Still others say it is a dwarf, or an elf, or a halfling,or a person. All we know is that it's evil, AND few have seen it, living to tell the tale. Instinct: to consume

    • consume unsuspecting people
    • warp
    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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  • Alion the Kind, White Wizard Solitary, Magical, Devious, Intelligent
    Wand of Admindir (d8 damage) 12 HP 6 armor
    Close, Reach, Ignores Armor, Far

    Alion grew up in a very traditional setting: Raised by good-doing powerful wizards, he quickly became enamored with magic and sought to understand at any cost. Unlike wizards seeking power, Alion sought only to help and create. White magic was like a first-language to him and he constantly excelled at using his power to help others and stop dark magic. He spent many years on his own in deep concentration on his studies. He returned with the Wand of Admindir. He created the wand with one purpose: to repel evil magic and only serve for good. Instinct: To learn all he can of magic and it's positive effects

    • Teach others the wonders of white magic
    • Uses mostly helpful and positive-fueled spells (i.e. heal, light, mage armor, etc.)
    • Adept at using protection spells
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  • Bellac the Hollow, Dark Wizard Solitary, Magical, Devious, Intelligent
    Living Staff (d8 damage) 12 HP 4 armor
    Close, Ignores Armor, Far

    The wizard Bellac traded his very essence--his soul--to an unknown being from the void in order to accelerate his knowledge of the black arts. In doing so, he was granted a strange weapon from another plane: the living staff. The staff is long and black, seemingly made from an alien material, with a small, fanged black skull sitting atop. Using this staff, Bellac is able to absorb the lifeforce and abilities of living creatures filling himself with their very soul. Bellac can only absorb one soul at a time and once he absorbs a new one, the previous is left to walk the plane between the physical world and the world of death. Instinct: To drain powerful beings of their lifeforce.

    • Absorb the life essence of the living to feed the hollow void within himself.
    • Life Drain - Absorbs the lifeforce of a dying creature granting the caster full HP and one class move of the creature. (Roll DMG, caster heals HP for every point of DMG dealt; gains 1 class move from the creature being attacked.)
    • When attacked by Bellac's Living Staff, on top of the damage dealt the attacked takes on the Weak, Shaky, and Sick debilities.
    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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  • I'vktar Blood Beast Solitary, Large
    Deathly charge (d10+4 damage 1 piercing) 20 HP 1 armor
    Forceful, Reach

    One of the most common kinds of summoned servants in times of war, they are used as brute force fighters to break enemy lines while maiming as many as possible. Broad and with a heavy built their roars can put many to flee, even between the most stout Instinct: To follow orders

    • Rend flesh and metal
    • Protect its master
    • Corner the weak, slow the capable
    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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  • Bunshee Solitary, Tiny, Stealthy
    A sharp bite. (d10-2 damage) 16 HP 0 armor
    Hand, Ignores Armor
    Special Qualities: Run away quickly.

    The bunshee is the most detestable creature known in all the kingdoms. It lures the young and unwary away by appearing as a common rabbit but once it has it's victim apart from all others it lets loose a wail which will break the heart of all but the most vile and pure. The bunshee feeds off of the anguish of others and if it is not defeated it will leave them incapable of forming bonds with any living thing. There is no known way to distinguish a bunshee from an ordinary rabbit until it starts to wail. Best just to kill them all I say. Instinct: To feed on the broken hearts of the living.

    • Screams it's sweet song to break your heart.
    • Appear as a sweet and innocent rabbit.
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  • Corpse Clone Fungus Solitary, Construct, Amorphous
    Rhizomorph roots (d10+4 damage 2 piercing) 35 HP 2 armor
    Close, Forceful, Reach, Near
    Special Qualities: Grows at a rapid pace as it consumes anything it touches, At its core, it is shown to have been created by magic

    Usually found as a corpse, completely believable as such, it is later found to be a living mushroom. Its creator will cause it to hibernate for a period of time. Once this hibernation is over, it begins sending out rhizomorphs to consume organic material. It's runners also exude an acidic slime, capable of eating through stone over time. Instinct: Spread and consume

    • Appear as a corpse
    • Exude acid capable of eating stone
    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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  • Slann Solitary, Large, Magical, Divine, Organized, Intelligent, Cautious
    Telepathic Assault (d12+2 damage) 26 HP 7 armor
    Ignores Armor, Far

    The Slann priests act as the custodians of the Old Ones, and rule the Lizardmen. These bloated, ancient creatures resemble giant frogs and are extremely adept at using magic, though their bodies are frail and weak. Powerfully telepathic, the Slann share the task of carrying out the Old Ones' Plan, and direct their considerable mental and magical energies as well as the massive armies they command towards this goal. Instinct: to oversee the growth of the empire

    • Weild earth shattering magics
    • Blast with ancient eldrich power
    • Summon hordes of lizardmen
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  • Greenscale Kroxigor Group, Large, Terrifying
    Giant warclub (b[2d10+4] damage 3 piercing) 14 HP 5 armor
    Forceful, Reach, Near
    Special Qualities: Horrific nightmare lizardbeast, Amphibious

    Kroxigor are heavy laborers in Lizardman cities, and can also be used to terrible effect in battle. Although they resemble gigantic, broad-shouldered Saurus, they have a lot more in common with the skinks, for the two are spawned from the same pools, frequently at the same time, & they frequently perform different tasks together. They are large, but fairly simple-minded, with their gigantic weapons typically chained to their wrists to keep them from dropping them during battle, due to their natural instinct to use their razor-sharp claws and teeth. Kroxigors are giant crocodilian creatures whose bodies consist of slabs of sinewy muscle and a massive jaw bristling with razor-sharp teeth. They are exceptionally resilient and can survive a score of blows that would fell a lesser being. Kroxigors are devastating on the battlefield - unleashed as shock troops to break the back of an enemy battleline, they plough into enemy regiments with blood-curdling roars and massacre all before them Instinct: Eat things smaller than it

    • Labor endlessly
    • Be surprisingly sneaky
    • Issue a deafening roar for help
    • Bite off something that you needed
    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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  • Saurus Group, Intelligent, Cautious
    War Club (b[2d10+4] damage 1 piercing) 10 HP 5 armor
    Close, Forceful

    The Saurus were bred by the Old Ones in response to the physical frailty of the Slann, and the subsequent requirement for a strong and numerous warrior breed to protect them from the more numerous Younger Races. It is unknown when exactly, or how, the Saurus were conceived, but it is believed they were adapted from the native lizard species of Lustria and their sturdy construction is a testament to such a heritage. Standing taller than any man, the Saurus are the backbone of the Lizardman society's armies. Exceptionally strong, and covered in thick, thorny scales, the Saurus are brutal and savage foot-soldiers, with a formidable ability to both take and deal damage. However, they are confined to using only hand-to-hand weapons, as their primitive brains have proven largely incapable of mastering more complicated tools, like bows. Saurus live for thousands of years - they have never been known to die of old age - if they are not killed in combat, and never cease growing, becoming larger and tougher as the centuries elapse. Many of the heroes and leaders of the Saurus have risen to prominence by being essentially unkillable in combat. In fact the scales of a Saurus became thicker and stronger throughout the ages. Instinct: to conquor for the greater lizard army

    • Cut folks down with it's war club
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  • Giant Water Bear Solitary, Large
    Stylets (d10+2 damage 1 piercing) 24 HP 4 armor

    Giant Water Bears were created by a mad wizard who found a way to see the most miniscule things in the world. Capable of surviving incredible environments that living creatures should not be able to survive, the water bear he discovered was a perfect creature to raise to a larger size. The wizard collected entire vats of water bear infested water and cast a growing spell over them. Realizing they could not be controlled, he released them into the wild. Now they move... very slowly... consuming everything in their path... very slowly. They can survive an incredible amount of damage, so unless directly threatened, few bother with trying to hurt them. Instinct: To consume

    • Move slowly, consuming whatever is in reach
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