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  • Teuthid warrior Group, Organized, Intelligent, Cautious, Planar, Amorphous
    Hoko, scimitar, and flail (b[2d10+2] damage 1 piercing) 9 HP 4 armor
    Close, Reach
    Special Qualities: Aquatic

    The Teuthids are a race of squid-men from beyond the inky void who worship the pitiless archon Cephaloteuthis. Their society is divided into a strict caste system, and each of their warriors is a walking armory capable of hacking down and fending off bunches of foes simultaneously. A typical Teuthid warrior wears a helm and fights with a hooked spear, whirling scimitar, and spiked flail at the same time, while actively turning aside blows with a shield. Instinct: Serve Cephaloteuthis to the death

    • Smite multiple foes with whirling arms and blades.
    • Summon nearby allies with a blast from a black conch shell
    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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  • Teuthid spy Group, Stealthy, Intelligent, Cautious, Amorphous, Planar
    Strangling tentacles (d8 damage 1 piercing) 9 HP 3 armor
    Close
    Special Qualities: Aquatic

    The Teuthids are a race of squid-men from beyond the inky void who worship the pitiless archon Cephaloteuthis. Their society is divided into a strict caste system, and their scouts are adept at stealth and subterfuge. Instinct: Serve Cephaloteuthis to the death

    • Hide in an cloud of inky spray
    • Attack from cover
    • Retreat when position is discovered
    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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  • Iron snail Horde, Small, Cautious
    Barbed feelers (d4 damage) 3 HP 6 armor
    Hand
    Special Qualities: Aquatic, Amphibious

    Ranging from the size of a hamster to that of a dog, these gastropods are kept as guard animals by mer-people; but they're just as happy to serve the alien Teuthids. Unlike their garden-variety cousins, their skin is leathery and studded; yet they can still find a chink in plate armor and push their mouths inside to eat the wearer. If overwhelmed, they can pull their bodies into iron shells and become nearly invulnerable. Their scooped-out shells can be used as make-shift shields in a pinch, though heavy. Instinct: Consume flesh slowly

    • Insert head and mouth into someone's weak point
    • Retreat into iron shell
    • Menace someone by advancing slowly
    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 Vermin Fleshmass Solitary, Large, Terrifying, Amorphous
    Bites and Claws (d10 damage) 16 HP 1 armor
    Piercing 1

    This poor amalgamation of creatures can only be created by those who are demented of have an alien mind. It appears as a spherical shaped flesh-woven mass of rats, mice, squirrels, badgers, beavers, weasels, a fox, and other creatures of the forest. The hunger of these creatures is insatiable and they will feed until they're put down or nothing is left. Instinct: To consume flesh

    • Roll over and Consume
    • Maddens all who view
    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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  • Crabbler Group, Small, Cautious
    Claws (d8+4 damage 2 piercing) 6 HP 3 armor
    Close, Messy
    Special Qualities: Aquatic, Land-crawler

    Instinct: Drive land-dwellers out of the lair

    • Parry a blow
    • Grab and immobilize someone
    • Tear off a limb
    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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  • Electric sea jelly Horde, Small
    Pulse (d4 damage 1 piercing) 3 HP 0 armor
    Close, Ignores Armor
    Special Qualities: Aquatic

    Greedy tentacles snake down from the quivering phosphorescent curtain below its translucent umbrella-shaped body that quivers with electricity. Beware! It's dangerous to touch or attack the electric sea jelly with hand weapons while they are charged. Each has its own pattern of pulsing on and off. These neon-like aquatic creatures are not as mindless as they may at first appear. Sometimes, a swarm of jellies can coordinate into a primitive brain with alien intelligence capable of working spells. Instinct: To consume

    • Stun someone who touches or attacks it with an electric jolt
    • Hover ominously in the way
    • Move into a bloom formation with other jellies to develop otherworldly intelligence
    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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  • Coin Monster Solitary, Small, Magical, Devious
    Bite (b[2d6] damage) 12 HP 0 armor
    Close

    Instinct: to eat coin

    • This monster eats coin for fuel
    • Can make coins weigh 100x at will
    • It can pin you to the floor with your coin until you die or give up.
    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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  • Void Wisp Group, Tiny, Intelligent, Planar, Amorphous
    Void blast (d8-2 damage) 9 HP 1 armor
    Hand, Ignores Armor, Near, Far
    Special Qualities: phase in and out of reality

    Void Wisps are beautiful, translucent orbs of wispy tendrils that flow and writhe as if in winds that aren't there. They have a subtle iridescent glossy sheen and are about 2–3 feet in diameter. Adding to their strangeness is the fact that they don't make any noise. Frequently their victims scream in agony or whimper in despair, but this creatures themselves are completely silent no matter what they are doing at any given moment. Instinct: Destroy the living

    • Hover above the battlefield
    • Terrify with a touch
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  • Zikri Visionary Solitary, Magical, Intelligent, Hoarder
    Biting teeth spell (d8 damage) 12 HP 4 armor
    Close, Ignores Armor, Near, Far

    Someone has to lead the Zikri and they only follow the Visionarys. The visionarys follow the great crocodile-king and his dreamvisions. The great crocodile-king is hungry and demands sacrifice. Beware Instinct: To realize the Crocodile King's dreamvisions

    • Lead Zirki to greatness
    • Summon a Crocodilian
    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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  • Zikri Thrower Group, Stealthy, Hoarder
    Sharp Ironwood boomerang (b[2d8] damage 1 piercing) 6 HP 0 armor
    Close, Near

    Zikri -- the head-hunters who normally keep to their swampy homelands. The only time they come out of the deep swamps is when their vision-quests dictate some foreign task. But I've never heard of more than a pair of them traveling the high-roads together. Something strange is going on, to be sure. In any case, there are a lot of dead folks who made the mistake of thinking that just because they craft all their tools from wood, cane, bamboo, etc, that they aren't very dangerous. These female warriors are armed with sharpend boomerangs made out of ironwood and are experts at throwing them, even two at once. Instinct: Show her skill

    • Attack two targets at once
    • Pretend to miss and attack on the rebound
    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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