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  • Unending Wyrm Solitary, Huge, Hoarder
    Crush with bulk (d12+5 damage) 24 HP 2 armor
    Reach, Forceful, Ignores Armor

    "Several hundred years ago, an envoy of elves once stopped to let the Unending Wyrm pass, lest they anger the ancient serpent. Now in that very spot you'll find the city of Wyrmsrest, where the local lord is still waiting for the wyrm to pass so that he may finish his journey." Instinct: To prevent passage with it's bulk

    • Crawl over obstacles
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  • Thought Devils Solitary, Tiny, Stealthy, Divine, Devious, Intelligent
    infernal pitchfork (w[2d8] damage) 12 HP 0 armor
    Hand

    Thought Devils are tiny, hand tall, creatures with red skin, ram horns, and a fire coated pitchfork. They are drawn to those of good and neutral alignments and tempt mortals into ever increasing acts of evil by promising rewards that are always just one more minor evil act away. Unleashed by a good deity to test his faithful thought devils were paired with thought angels. However when their creator fell from divinity the devils slaughtered almost every thought angel. Instinct: To tempt mortals to evil

    • Stab and leave wounds that taint blood eith evil
    • Provide information missing crucial details
    • Tempt mortals with great rewards
    • Teleport onto shoulders of good or neautral beings
    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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  • Forge Demon Solitary, Planar
    Metal Hammer (d12+2 damage) 12 HP 3 armor
    Close, Forceful

    Before they can work the forges, they are forged themselves, shaped and smelted with the black iron of the lower spheres until the forgemaster deems them ready. They work the forges of hell for eternity, but as they rise up in the ranks they start to shape more than metal, but whole armies and battle plans. The strongest and most devious are sent out to lead their armies. Instinct: Crush all that is good

    • Break bones, crush limbs
    • Shape metal with demon fire
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  • Exploding Spore Pods Horde, Small, Organized
    Explosive touch (d6 damage 1 piercing) 1 HP 0 armor
    Close
    Special Qualities: Hoverer, Fungal Sonar

    These floating Pods resemble green furry balloons. They seek out living matter using a strange "fungal sonar" and once they detect a suitable target, they slowly but relentlessly fly toward it. If they are struck or otherwise bang into something (eg., their target) they immediately explode, covering everything in close range in sticky, acidic spores. The target will now attract more Pods until the spores are washed off, which is a difficult process. Instinct: To cover lifeforms in sticky, acidic spores

    • Detect Lifeforms using Fugal Sonar
    • Explode on target, covering it in acidic spores
    • More Pods home in on spore-covered victim
    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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  • Hermit Dragon Solitary, Huge, Intelligent, Magical
    Claws and bite (b[2d12+7] damage 2 piercing) 20 HP 2 armor
    Reach, Forceful
    Special Qualities: Dragonfear

    Absolutely devoted to eventually escaping the Dungeon, the Hermit Dragon has spent ages poring over secrets, investigating the workings of the Dungeon, and scribing spells the likes of which the world has rarely seen. I hope you've got some juicy information to offer it if you interrupt it, though. Behind its robe-draped form is a barely-contained engine of primordial power, waiting to unleash itself on those foolish enough to interrupt its singleminded research. Instinct: To continue its lonely research

    • When left alone, assume an innocuous human form
    • When bothered, wither interlopers with merely a glare
    • When enraged, breathe elemental force
    • When appeased with new knowledge, reveal a secret hidden for ages
    • When confronted, reveal yourself in all your terrible glory
    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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  • Warden Solitary, Large, Divine, Intelligent, Construct
    Bladed hands (d10+4 damage 4 piercing) 22 HP 3 armor
    Ignores Armor
    Special Qualities: Unliving Body

    Wardens are spindly constructs made of porcelain and chromed steel, all straight lines and beautiful curves and sharp edges. They move with perfect grace, often slow but sometimes blindingly fast. Wardens come in a number of shapes and sizes, but all have arms, legs, and a head, sometimes more than the default. Their arms end in savage, bladed fingers, and their smooth porcelain masks have eyes but no mouth with which to speak. All of them have but one goal - to prevent any inmate from escaping the Dungeon. Instinct: To ruthlessly slay escapees

    • Investigate the area for signs of escape
    • Ignore pleas for mercy or reasons to stop
    • Advance silently and implacably
    • Rend with bladed hands
    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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  • Warden Group, Large, Intelligent, Construct, Amorphous
    Bladed hands (d8+4 damage 3 piercing) 17 HP 4 armor
    Forceful
    Special Qualities: Relentless and Unstoppable, Replace Damaged Parts

    Tall, spindly constructs made of porcelain and chromed clockwork, the Wardens are the judge, jury, and executioner for inmates of the Dungeon. No two Wardens are exactly alike, but all have blank porcelain visages without mouth or nose, and all have bladed hands capable of slicing through stone and metal. Any attempt at escape from the Dungeon is met with ruthless, lethal force. Instinct: To remorselessly slay those who attempt escape

    • Rend with bladed hands
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  • Rendril the Red Dragon Solitary, Huge, Intelligent, Hoarder, Terrifying
    Fire breath (b[2d12+7] damage 1 piercing) 24 HP 4 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Wings, Blood-red scaled body with a scorched the black face

    Dead black eyes peer through blistered cracked eyelids. Rendril lives to protect his late father's most coveted possession, a ring. Instinct: To protect the ring

    • Breathe flames and scorch his enemies
    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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  • Lord of Flame Group, Large, Planar
    Flaming Sword (d10+2 damage) 10 HP 2 armor
    Forceful
    Special Qualities: Fiery Aura: close, d6 damage, ignores armor

    In one of the deeper pits of hell, demon children drink from the planes of pure fire. Only one in a hundred survives, but those who do are filled with power and rage. Instinct: Burn the world

    • Set things ablaze
    • Disappear into fire or shadow
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  • Flash Bunny Solitary, Tiny, Stealthy, Magical, Planar
    Telekinesis (d6-2 damage) 5 HP 0 armor
    Hand, Far
    Special Qualities: Teleport you to safety

    Instinct: To port people into awkward places

    • Teleport around
    • Teleport your weapons from hands
    • brought about by portal opening opening
    • Teleport across planes
    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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