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  • Mole Person Commoner Group, Small, Organized
    A simple shovel (d4 damage)
    Close

    This smallish grey furred humanoid resembles a star-nosed mole. The commoner is the lowest rung in the Mole Person society and most of them work as farmers, growing potatoes and carrots for the military and royals. It is said that the Mole-King himself was a commoner before finding the Potato of Power. Some Mole People like to wear clothes but they don't find it socially necessary. Instinct: To farm without being bothered

    • Be easily offended
    • Call for support
    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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  • Laser Cultist Solitary, Magical, Organized, Intelligent
    Laser gun (b[2d10] damage 2 piercing) 12 HP 6 armor
    Close, Far
    Special Qualities: Laser gun

    This cultist worships the time before the dungeon and carries a laser gun to defend the base. Instinct: to repel

    • Fire Lasers at intruders
    • Call for backup
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  • Lizardman Artisan Solitary, Stealthy, Intelligent
    Rending claws (d10 damage) 6 HP 0 armor
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    "So there I was, the lizardman in my sights... with my bow, I could have struck him a dozen times before he reached me, even if he had known I was there. But when I took my aim, I saw the most incredible thing: it started building something out of the mud in the swamp, faster than you would believe. You know as well as I do that those things are supposed to be stupid violent brutes, but let me tell you, it was thinking... in the time it would take me to pitch a tent, it had built a mud building so solid that you couldn't knock over with an ox! I couldn't believe it. What? Of course I killed it! Can you imagine what a whole group of those things could do?" Instinct: To build vast structures

    • Form useful shapes out of earth
    • Use false doors and floors to evade capture
    • Connect earth to the heavens
    • Make exotic art
    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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  • Lizardman Priest Solitary, Divine, Magical, Devious, Intelligent
    Curved obsidian dagger (d8+2 damage) 12 HP 1 armor
    Close, Reach

    "When calling upon the gods of this world, my brothers, you must be careful to note those older gods whose people we have supplanted. There are Elder beings, like Graus'hnak and Maechssch, whose power once cowed the very skies and heavens themselves. Through chance and luck, they are now dormant, but still their essence mingles into the same aether we call upon. When you are shepherding the faithful, my brothers, be aware that there are old forces who call upon these old gods, to sustain their own flocks. Do not trifle with them." Instinct: To turn back the works of men

    • Enhance the ability of allies
    • Weave ensnarements
    • Seek the upper hand
    • Perform sacrifices to the elder ones
    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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  • Lizardman Soldier Group, Stealthy, Intelligent
    Obsidian sword (d10+2 damage 2 piercing) 7 HP 2 armor
    Close

    A traveling sorcerer once told me that lizard men came before we did. That before elves and dwarves and men built even the first of their wattle huts, a race of proud lizard kings strode the land. That they lived in palaces of crystal and worshiped their own scaly gods. Maybe that’s true and maybe it ain’t—now they dwell in places men long forgot or abandoned, crafting tools from volcano-glass and lashing against the works of the civilized world. Maybe they just want back what they lost. Instinct: To reclaim

    • Stalk prey
    • Pounce from above
    • Attack in waves at angles
    • Chitter to each other
    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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  • Beastfolk Group, Organized, Intelligent, Terrifying
    Fangs, claws, bows (b[2d8+4] damage 1 piercing) 6 HP 1 armor
    Close, Forceful, Reach, Near, Far
    Special Qualities: Threaten and posture

    The Beastfolk are the descendants of Nature Spirits that abandoned their duty to become mortal. Cursed for their selfishness, Beastfolk are cruel, aggressive, and vicious. Beastfolk appear to have bodies similar to men, but with heads of various animals and birds. Their bodies also have other physical features related to their heads; claws, hooves, tails, feathers. Instinct: To conquer and terrorize

    • Hunt them down
    • Signal the pack
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  • Orc Firearcher Group, Intelligent, Hoarder
    burning arrows (d8 damage) 6 HP 0 armor
    Close, Near
    Special Qualities: eyes that pierce the darkness

    Instinct: to burn what is beautifull

    • Set something ablaze from affar
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  • Northblade Mountain Yeti Group, Large
    Fists like hammers (d8+2 damage) 14 HP 1 armor
    Forceful
    Special Qualities: icecold blood

    Instinct: To free itself from shackles

    • Breath Ice
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  • Treasure Imp Solitary, Tiny, Magical, Stealthy, Intelligent, Hoarder, Amorphous
    Fireball or claw (d12-2 damage 1 piercing) 15 HP 7 armor
    Hand, Far
    Special Qualities: Flying, teleport short distances

    Treasure Imps have been seen throughout history, always carrying some form of treasure. Some have been seen carrying a treasure chest four times its size. The few bundles of treasure that have been severed from their imp have been full or bursting with coin and jewels. Treasure imps who have no treasure are vicious and voracious in their attacks. Instinct: Collect treasure

    • Collect treasures
    • Create illusory duplicates
    • Shoot three fireballs
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  • Giant Ox Group, Large
    Horns (d8+4 damage) 14 HP 1 armor
    Forceful
    Special Qualities: Thick, nearly unbreakable horns

    The nomads of the north ride these huge Oxen, twice the size of any cattle seen in the south. The giant oxen do not turn back from danger when charging, instead just breaking through obstacles. It's meat sells for three times that of any cattle sold in the south. Instinct: Survive and obey it's rider

    • Charge without stopping at danger
    • Demolish an obstacle
    • Guard with its horns
    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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