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  • Zikri Headhunter Group, Stealthy, Intelligent, Hoarder
    Bamboo Sword and Claws (d8+2 damage) 6 HP 1 armor
    Close

    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. Instinct: Follow the visionquest

    • Protect the Visionary
    • Attack from hiding
    • Collect a Trophy
    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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  • Nitnam Solitary, Huge, Magical, Intelligent, Planar, Terrifying
    Tentacles (d10+3 damage) 28 HP 4 armor
    Reach, Near
    Special Qualities: Show it's inner form

    Instinct: Bond to a powerful mage

    • Consume the weak
    • Take it's host magic to a new extreme
    • Suspend the laws of physics (zero gravity)
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  • Obsidian Spider Solitary, Small, Construct
    Razor forelegs (d10+2 damage 2 piercing) 12 HP 3 armor
    Close
    Special Qualities: Normally in the form of a spider-shaped obsidian brooch.

    The obsidian spider is actually a magical item possessed by many deep elf sword masters. It appears as a fine black brooch, but when removed from clothing and tossed to the ground, it grows to the size of a dog and instinctively attacks its owner's foes. Instinct: To destroy

    • Rip something to shreds.
    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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  • Stained Glass Golem Solitary, Magical
    Weapon (d10 damage 1 piercing) 19 HP 6 armor
    Close
    Special Qualities: Absorbs magical energy directed at it.

    A stained glass golem is usually fashioned after an armored warrior. It is most often set in a dark place that needs protecting (a crypt or tomb, for example), where it appears as a normal piece of stained glass art until light hits it, at which point it comes alive to attack trespassers. It will gradually absorb light and magical energy directed at it. When it can hold no more, it unleashes it in a circular wave centered around the golem. Instinct: To protect

    • Unleash stored-up energy
    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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  • Large Spider Group, Small, Hoarder
    Mandibles (d8 damage) 6 HP 1 armor
    Close, Near
    Special Qualities: Spins webs

    This is just a large spider. About the size of a dog. Likes to trap, poison, and kill. Instinct: To feed

    • Poison it
    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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  • White Pudding Solitary, Large, Stealthy, Organized, Amorphous
    Glom (d10 damage) 19 HP 1 armor
    Ignores Armor
    Special Qualities: Immunity to acid, cold, and poison

    A white ooze that blends in with snow and dissolves flesh at an alarming rate. Striking it with melee causes it to divide into another monster of equal size. It can be harmed by fire or magic. Instinct: To consume

    • Consume flesh
    • Blend in with snow
    • Divide into two from melee or lightning
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  • Remorhaz Solitary, Huge, Stealthy
    Bite (d10+5 damage 1 piercing) 20 HP 2 armor
    Reach, Forceful
    Special Qualities: Burrowing

    The Polar Worm, they call it. A huge ferocious beast that can swallow livestock whole, burning it up with it's churning fiery insides, hot enough to melt weapons that strike it's skin. They hide under the snowy steppes of the north, and it's best you stay as far away from those forsaken places as you can. Instinct: To eat

    • Melt weapons that strike it
    • Burst from the ground
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  • Snow Leopard Group, Stealthy
    Claws and bite (d8 damage) 6 HP 0 armor
    Close

    A big cat with spotted white-grey fur and a knack for sneaking about and leaping on unsuspecting interlopers. Instinct: To hunt

    • Attack from surprise
    • Blend in with snowy surroundings
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  • Blink-Dragon Solitary, Large, Intelligent
    Bite (b[2d10+4] damage) 16 HP 1 armor
    Forceful, Reach, Ignores Armor
    Special Qualities: teleportation, dragon's breath, basic telepathy, wings

    Instinct: To serve it's bond-mate

    • Teleport to escape danger or gain an advantage
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  • Iroch Group, Large, Magical, Intelligent, Planar, Terrifying
    Acid spit (d10 damage 1 piercing) 10 HP 4 armor
    Near
    Special Qualities: Acidic secretions, Too many eyes, too many mouths

    Iroch are creatures from a realm of chaos - massive scaled slug-like creatures, with a scattering of reptillian eyes and disturbingly human-like mouths across their torpid bodies. They secrete an acid that lets them hollow out caverns in stone (which they can spit as a defensive weapon), and they are powerfully psionic. They believe themselves to be gods, and use their psionic powers to dominate lesser beings into serving them, slowly burning away their minds until they are docile but quite insane. Irochs live in "councils" of 3-5 individuals. Instinct: to command

    • Burn the minds of men
    • Dominate the insane
    • Reveal the underlying chaos
    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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