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  • Horrid Ape Group, Large, Organized, Terrifying
    Pummeling fists (d8+4 damage) 14 HP 2 armor
    Forceful
    Special Qualities: Acidic breath, Bred to battle nightmares

    These horrendous animals were bred by the Gatekeeper druids to battle the nightmarish creations of the daelkyr. They took various dire animals and magically altered them to create new animal species that breed true, with large and already vicious animals such as the ape as favorites. With a crimson scaly hide, bony spikes sticking out, overly large fangs and acidic breath, and a terrifying temperament, it's easy to see why. Instinct: To annihilate

    • Fly into a frenzy
    • Howl and screech, calling the troupe
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  • Shadow Stalker Solitary, Magical, Planar, Steathly
    Shadow Blade (d10 damage 2 piercing) 12 HP 4 armor
    Close
    Special Qualities: Hide in Shadows

    A dark being from a darker plane outside the world of man, the Shadow Stalker is brought unto this plane by a native being whose soul is consumed by hatred and revenge. For a steep price, the Shadow Stalker is summoned to kill one native being from this world. Once summoned, it will seek out the creature it is commanded to slay. Once set on the path to murder, the Stalker cannot be re-called. It can't be bargained with, it can't be reasoned with. It doesn't feel pity, or remorse, or fear, and it absolutely will not stop. Ever. Until it's target are dead. Pity the Stalker's prey, and the soul of it's summoner. Instinct: To slay one being

    • Attack from the Shadow
    • the Shadows Protect
    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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  • Symbiote Solitary, Large, Terrifying, Amorphous
    Gaping maw (b[2d10+2] damage 2 piercing) 19 HP 2 armor
    Near
    Special Qualities: Writhing mass of blood and teeth

    The Symbiote latches on to a host and infects it slowly until it takes over the host. It is a mass of teeth and tentacles that attacks anything that come near it. Instinct: To infect

    • Invade host
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  • White Guardian Horde, Tiny, Devious, Amorphous
    throw self at target (d6 damage) 6 HP 1 armor
    Hand, Forceful

    White Guardians are white floating spherical fleshy globes of white goo. Their only purpose is to contain and remove threats. They attack in hordes eventually covering the threat entirely until it can no longer breath. Once contained it will be dragged away for disposal. Instinct: To Remove Treat

    • Glob On
    • Hold and Contain
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  • Dream Stealer Solitary, Magical, Stealthy, Devious, Intelligent, Amorphous
    illusion (d6 damage) 19 HP 5 armor
    Close, Ignores Armor, Far
    Special Qualities: Assume any illusion Form

    The Dream Stealer is the shadow of an ancient and powerful Wizard who wanted to travel the space between sleep and consciousness. His Shadow never returned but rather seeped into the world sampling the delights of the dreaming mind. it has the power to consume dreams and nightmares and replay them bringing them into the waking world. Instinct: Consume

    • Steal Dream
    • Move through Shadow
    • Replay stolen dream
    • Trap in dream world
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  • Immos Thunderbrewer Solitary, Large, Magical, Terrifying
    Profane Torment (b[2d12+4] damage) 16 HP 4 armor
    Forceful, Ignores Armor, Far
    Special Qualities: Empowered by blood and death, Infused by the Storm

    Few are ignorant of the threat of Griffin's Bane, ettin warlock and elementalist, for the screams of rage of his soldiers is like the storm gathering in the far horizon. He hates, and that's his strenght, he hates the Griffith family, he hates decades of hunger and suffering, of death at the hands of hunters and knights, he hates the power wielded by the so called "holy men". And in that untarnishable despise he has grown furious, unforgiving and powerful. Instinct: To banquish the Griffith Lords

    • Call down winds of destruction
    • Control the Forms of Primal Storm
    • Unleash the innermost power
    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 Elephants Horde, Huge, Cautious
    Trample (d6+5 damage) 11 HP 6 armor
    Reach, Forceful
    Special Qualities: Building armor

    The hermit elephant is a close relative of the more commonly known elephant. However, the Hermit elephant has an uncommonly thin and vulnerable skin by comparison to these. In order to protect itself, the hermit elephant will walk into a village, enter a house or hut and lift it upon its back, carrying it away. As it grows, the elephant will periodically shed its house in favor of a new, larger one, much like hermit crabs. Hermit elephants frequently travel in herds, and these can easily be mistaken for villages if found while the animals are resting. Instinct: To protect the herd

    • Curl up inside its building
    • Stampede
    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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  • Republican Bee Horde, Tiny
    Stinger (d4-2 damage) 3 HP 0 armor
    Hand

    A species of honeybee that, rather than being ruled by the traditional queen, runs its hives as democratic republics. Republican bees "committee rather than swarm, and tend to stay in the hive a lot, voting for more honey." Instinct: To form committees to evaluate defensive actions

    • Preemptively sting enemies of the hive
    • Not negotiate with beekeepers
    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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  • Blood Raider Brute Group, Organized, Intelligent, Hoarder
    Battle-Axe Charge (b[2d6+4] damage) 20 HP 3 armor
    Close, Forceful, Reach, Near

    A Blood Raider Bandit that has seen his share of battles and bloodshed. At this stage in his career he has gained a large amount of muscle and is able to easily handle any threat from a normal fighter. The Brute has also been in long enough that the Chief of the Blood Raiders can allow him to lead a small strike force of other regular bandits. The Brute usually carries one large, double-bladed, battle-axe as well as a short sword. Because of his time in the Blood Raiders he usually has more money than the average bandit and is able to afford perhaps some leather armor and a light metal helmet. The Chief will from time to time go through his bandits and find some brutes for his personal guard. Instinct: To steal money and valuables from others

    • Battle-Axe Charge
    • Rally
    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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  • Blood Raider Bandit Group, Organized, Intelligent, Hoarder
    Hatchet Attack (b[1d6] damage) 10 HP 0 armor
    Close, Near

    A man brought into the folds of the fiercest bandit troop in all of Kel'Aire, the Blood Raiders. He wields a simple hatchet, yet has the ability and strength to hurl it across any battlefield. His lust for riches and glory is his drive and motivation, and will stop at almost nothing to achieve his goals. Of course he works alongside his fellow bandits in small strike teams that are part of a much larger gang of brutes and thieves. Instinct: To steal money and valuables

    • Hack and Slash
    • Rally
    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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