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  • Dragon Claw Kobolds Group, Small, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder
    High quality sling (d4 damage) 6 HP 2 armor
    Close, Far

    Dragon claw kobolds are a specific clan if kobolds that have perfected the art of traps. Similar in appearance to other kobolds they wear armor carved from dragon bone. These kobolds refuse to serve true dragons and are hunted by all. Once they settle an area it is nearly impossible to root then out. The traps they make drive wizards mad, and drive clerics to abandon their God's. Rogues swap tales of the devious traps and a common saying for anyone killed by a trap is the dragon claw got them. Rumors are swirling around the goblinoid races of a secret that these kobolds stole something from the king of dragons...what ever it was may well be worth all the coin in the dungeon at least to the dragons. Instinct: To snare victims to feed on

    • Unleash another deadly trap.
    • Bypass any trap with ease
    • Spells that turn any object into a trap waiting to be sprung
    • Enrage targets to follow it into a trap filled lair
    • Dragonbone whistle just a puff brings out the horde
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  • Chimera-god follower Group, Organized, Intelligent
    Weapon (d8 damage) 6 HP 1 armor
    Close
    Special Qualities: Varies: flight, claws, night vision, etc.

    Humans with various animal parts to replace their own, they serve the chimera god. Instinct: to serve the chimera god

    • Sacrifice its body to serve the god
    • Summon the faithful
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  • Mongo, chimer-god follower Solitary, Large, Intelligent, Construct
    Smash with inhuman strength (b[2d10+2] damage 2 piercing) 16 HP 1 armor
    Forceful
    Special Qualities: Gorilla body, Sees you coming

    Rooster head, gorilla body, and the desire to prove he is the strongest follower of the chimera god. Instinct: to prove his dominance

    • Smash!
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  • Rhys Group, Intelligent
    Sword (b[2d8+2] damage 1 piercing) 6 HP 2 armor
    Close

    Rhys is the leader of the followers of the chimera god. He has the head of a lion and a scorpion tail. Instinct: to dominate

    • Command the chimera god followers
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  • High Templar Solitary, Magical, Divine, Organized, Intelligent
    Longsword of the Inquisition (b[2d10+4] damage 1 piercing) 14 HP 5 armor
    Close, Reach, Near
    Special Qualities: Immune to lies, corruption and surprise

    After years of wandering the country learning of and defeating evil, Templar may return to the Giver’s citadel and be granted promotion to High Templar. These guys eat demons for breakfast. Instinct: To eradicate evil

    • Smite with furious vengeance
    • Rally an army
    • Sanctify with Prayer
    • Mow down cowards
    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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  • Templar Squire Group, Organized, Intelligent, Cautious
    Broadsword and Shield (d8 damage) 6 HP 3 armor
    Close

    Squires are Templar in training. They serve the Templar, steeling themselves physically, mentally and spiritually for the gruesome ritual to come. Their motto is: “Never volunteer. If it moves, salute it. If it doesn’t move, paint it purple.” Instinct: to not get killed in the service of Templar

    • Assist templar
    • Clump into a defensive formation
    • Remember their training
    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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  • ShadowFang Solitary, Huge, Magical, Planar, Amorphous
    Dark Tendrils (d12+3 damage 1 piercing) 23 HP 5 armor
    Reach, Ignores Armor, Far

    "I really don't see the point of mining what the dwarves have already mined!" Brock said as his new boss lead him down a dark tunnel with only torch light to accompany them. David was used to ignoring the complaints of hired help. "We do it because I say we do it! You want to get paid or not?!" As David turned to give Brock a scathing look, Brock saw it for the first time. Tendrils were creeping out of the darkness...they were the darkness. Before he could say anything the tendrils had moved up Davids shadow and grabbed his foot, strong and swift. Brock heard Davids screams and even saw him dragged against the tunnel floor a few feet until he was covered in darkness. The torch was left behind so Brock grabbed it and held it high. He saw as all the tendrils receded. A moment of relief swept over Brock, until he saw that the torch was running out of fuel, and the darkness was creeping in... Instinct: To devour all flesh

    • Burn flesh with its dark touch
    • Turn tendrils into various creatures
    • Retreat from light quickly
    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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  • The Hollow Group, Magical, Organized, Intelligent, Construct, Terrifying
    hands (d8 damage) 14 HP 0 armor
    Close
    Special Qualities: Raised, Channeling, Mockery of Natural Life

    A Hollow could be anyone you meet, or anything you encounter. Cabals of less-than-moral wizards have mastered the art of possession to such degree that they can remotely animate, and act through, physical shells. These shells feel no pain, and are animated independent of human construction. Tear off a Hollow's head, and it still comes. Remove its legs, and it crawls. They will not stop until their masters, far away, are satisfied. Instinct: to manipulate and impersonate

    • persevere through death
    • Channel the fury of undeath
    • Inspire corpses
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  • Shadow-walker Alpha Solitary, Stealthy, Intelligent
    Bite (d10 damage 1 piercing) 16 HP 1 armor
    Close

    Bigger than all other shadow-walker hounds, this massive dog has extremely powerful jaws that can easily crush bone or even metal. Like its kin, it is extremely intelligent, and will often use its bulk to barrel down and maim an enemy so that the other hounds can mob it and finish it off. On its own, however, it is still a formidable opponent, that only the most veteran of adventurers should attempt to fight. Instinct: To maim

    • Aim for vital organs
    • Fade into shadows, and reappear elsewhere
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  • Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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