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  • Maroon Blobs Group, Organized, Intelligent, Amorphous
    Embrace of Greed (d8 damage) 9 HP 3 armor
    Close, Ignores Armor
    Special Qualities: Resistant to blunt attacks (clubs, fists etc.)

    Maroon Blobs are brown amorphous masses with a neverending hunger. They are quite slow but make up for it by climbing up on walls and letting themselves fall down on their victims. Their slimy parts reach into the smallest spaces and work around any armor you might have. Instinct: to feed

    • Fall down and attack
    • Devour everything
    • Call for reinforcements
    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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  • Giant Constrictor Solitary, Huge, Magical, Intelligent, Terrifying
    Coils (d8+5 damage) 16 HP 2 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Serpentine gaze

    Avoid the gaze of this monstrous snake, lest you be lulled to inaction as it's coils crush the life from you... Instinct: to squeeze the life out

    • Strike fast!
    • Hypnotize prey...
    • Slither unseen...
    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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  • Derro Savant Group, Small, Magical, Intelligent
    The Tendrils of the Dark Beyond (d8 damage 1 piercing) 6 HP 1 armor
    Close, Reach, Far
    Special Qualities: Darkvision, Telepathy

    Of all the horrors concerning the Derro, it's their savants who should preoccupy anyone the most. They are the chief instigators of their kin's plans, often spurring them into savagery and mayhem. Known to use shadow spells to bind tresspasers and victims, none should face them without the power of the light besides them. Instinct: To bring power to the Derro

    • Cast shadowy horrors
    • Invocations of the Shadow-Realm
    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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  • Derro Horde, Small, Stealthy, Organized, Intelligent, Hoarder
    Repeating Crossbow (d6 damage 2 piercing) 3 HP 3 armor
    Close, Far
    Special Qualities: Darkvision, Telepathy

    These small halfling like humanoids are in fact descendants of the dwarves, from long lines of magical transmutation and experimentation. Now a dark and aberrant race of itselft, they crave to the power and riches of their distant kind, always plotting to conquer the Underhalls of the Dwarven lords. Instinct: To govern the caverns

    • Carve the walls into patterns
    • Use oils and nets to stop larger prey
    • Form a battle plan in seconds
    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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  • Dormant Armacant Solitary, Huge, Magical, Divine, Planar, Terrifying
    Radiant Wind (b[2d10+7] damage) 20 HP 4 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: Devours light, It unravels a life of lies and petiness

    Oh great Lord! Sleeping King, who casted this world into the perpetual eclipse? Guide us back into the truth, break our molds of flesh to leave a searing spirit in its place. Make of us the exalted and the savant, the childs of your design. - And the enlightened new of their own errors, the failures of creation. For only beyond death they could achieve truth.- Instinct: To destroy the abominations of weakness

    • Drain the mind of emotions
    • Negate the resistance of the material
    • Replicate an attack
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  • The Chorus of Armacant Group, Small, Magical, Divine, Devious, Planar, Amorphous
    Chants of Repentance (d6+2 damage) 13 HP 5 armor
    Close, Ignores Armor

    They are the preachers, the heralds of the coming of Armacant, the divine light that breaks the darkness. And in them is the holy task to destroy all secrets from the world as there is no other deeper shadow than that of the mind. Even repentance is futile, for that only consumates a glorious death at hands of the crescendo. Instinct: To undo all secrets

    • Breaks the will of its listeners
    • Call forth Retribution
    • Take control of other's mind
    • Bare naked the secrets of the weak
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  • Onyx Battlemage Horde, Magical, Organized, Intelligent
    Magic Missile (b[2d6] damage), Cage 10 HP 4 armor
    Close, Far

    The most common guards of the Onyx Protectorate are the Battlemages. All Battlemages are required to prepare the spells magic missile and cage, beyond those two they are allowed to choose on their own. The nicer ones pick detect magic or sleep, but they aren't all nice. They are sworn to follow the law... but in the Onyx Protectorate "the law" is what the mages say it is, and it is often unforgiving to those without magic. Instinct: To obey the higher-ups

    • Arrest a criminal
    • Cast offensive magic
    • Organize the City Guard
    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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  • Onyx Assassin Group, Stealthy, Intelligent
    dagger (d6 damage), syringe 10 HP 0 armor
    Close

    A mage doesn't like to get his hands dirty. His preferred method of eliminating an enemy personally is with a nice, big fireball. But sometimes things need to be done quietly. A knife in the back, poison in the wine, or a simple strangling. These are the jobs left to the Onyx Protectorate Assassins. They are an elite group of non-magical humans, skilled in hand-to-hand combat. When a mage wants somebody killed quietly, the assassins are the ones who do the job. But just because they can't use magic doesn't mean they don't have any magical assistance from their employers... Instinct: to eliminate its target

    • Inject poison
    • Attack a sleeping target
    • Stalk
    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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  • Melita Logos, Living Saint of Maat and High Counselor of the God Makers Solitary, Divine, Magical, Intelligent, Cautious, Hoarder
    Staff (b[2d10+2] damage) 22 HP 6 armor
    Close, Ignores Armor, Near, Far

    Melita Logos is no longer human, but has become something of a demigod. She also sees the world in stark black and white, and if you're not with her, you're against her. She typically wears silver armor and carries a silver staff. She has wings like an angel and can fly, even in armor. Her expression is habitually stern. She rules the God Makers with an iron hand in an iron glove. Instinct: To Pass Judgment

    • Summon Angles of Judgment
    • Slaying Touch
    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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  • Grilas of the Golden Armor, First of the Tecno-Mages Solitary, Magical, Intelligent, Hoarder
    Lightning Blast (b[2d10] damage) 16 HP 4 armor
    Close, Ignores Armor, Far

    Grilas of the Golden Armor is a magical cyborg, part man, part machine, kept alive more by magic than biology. He leads the Techno-Mage faction, and seeks to make magic accessible only to those who are part machine or use machines. He's also madder than a bag full of cyborg-clams, but can be charming when he feels like it. In appearance he's a man with crystal eyes in a golden suit of plate armor. Close examination will indicate that the armor is actually built into him. Instinct: To destroy his rivals and enemies

    • Summon the Machines of Doom
    • Convert a living target to a magical machine hybrid under his control
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