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  • Tlab-iqusah Solitary, Large, Planar, Terrifying, Amorphous
    Entangle with the mass of tongues that it is made of. (d10 damage 1 piercing) 23 HP 2 armor
    Near, Far
    Special Qualities: It's a ball of frog-like tongues the size of a cart. Also there are eyes. Lots of tiny, beady black eyes.

    Imagine hundreds of lizard, frog and toad tongues. Now make them all around 8 feet long. Now make them into a ball almost 10 feet in diameter. Throw in eyes every few feet. There you have it. Instinct: To absorb and grow.

    • Absorb warm blooded animals using a thousand tongues.
    • Once it envelopes you, it may choose to transport you across planes instead of simply consuming you.
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  • The High Priest of the Pelagics Group, Organized
    Vicious harpoon (d8+2 damage 1 piercing) 8 HP 2 armor
    Close, Reach
    Special Qualities: Inhuman Fishiness

    The High Priest of the Pelagics is one of the oldest and most potent of those strange creatures. It resembles a horrible mix of squid, man and deep-sea fish - the worst of all three. It serves as the link between its ancient, sunken temple and the distant, angry Whale God, commanding the pelagics beneath it with divine authority. Instinct: To sacrifice and control in the name of the Whale God

    • Use the waters to its advantage
    • Trigger one of the temple traps
    • Call on the miracles of the depths
    • Command minions to attack
    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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  • Portrait of Polypersonage Horde, Magical, Stealthy, Devious, Organized, Intelligent, Construct, Amorphous
    As the subject (d4 damage) 10 HP 5 armor
    Close
    Special Qualities: Mimic the likeness's moves, Destroyed by water

    This massive, ivory-framed portrait of an imperious witch is under watch by several dull-lived guards at all times, for it is said that the painting seeks to become people of note and true power. Someone must always watch it, lest in a blink, the guards may face copies of their superiors angrily declaring that "The ruse must end," and "Death to the impostors!" By folly, a powerful wizard painted a masterpiece construct to replace her lost family and friends. Her town thrived until that wizard was herself replaced, whence she then declared that she the answer for all life woes rest at her brush-tips, a world of perfection awaiting yet unmixed colors. Instinct: To perfect and replace stolen roles

    • Replicate an interesting person
    • Never caught out of character
    • Establish a perfect, unchanging world
    • Paint a powerful subject for aid
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  • Bloody Bird Boy Horde, Stealthy, Organized
    Short sword (d6 damage) 3 HP 1 armor
    Close

    The Bloody Bird Boys are a gang of extortionists and thieves who infest the city of High Dale. They are known for the wooden bird masks they wear to hide their identity. These masks are often rubbed with red pigments (hence the "Bloody" moniker). Instinct: To loot and kill

    • Gang up on them
    • Strike with hidden dagger
    • Summon more Bird Boys
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  • Eye of Criaxis Group, Devious, Hoarder
    Long knife (b[2d6+2] damage 1 piercing) 6 HP 2 armor
    Close
    Special Qualities: Enhanced sense of hearing, touch, and smell.

    Criaxis is a blind demon prince, thought to be imprisoned in a massive crystal vessel thousands of years ago by a legendary warrior called the Blind Hero. The Eyes of the Blind Hero, an order of sightless warrior-monks, were tasked with guarding over the crystal vessel containing Criaxis. The power of the vessel eventually began to corrupt the monks, and over time they forgot their order was originally dedicated to the Blind Hero, and are now known as the Eyes of Criaxis. The Eyes of Criaxis are willingly blinded at a young age--a way of honoring the sightless demon lord who powers the crystal they venerate. Then, aided by the power of the crystal, they spend many years enhancing their other senses to supernatural levels. An Eye of Criaxis can detect lies by listening to the speaker's hastened breath; can determine an opponent's position in melee combat by simply feeling how their movements disturb the air; and can literally smell emotion. They are also superb warriors, slicing through the air with their special long knives and disabling their enemies with crippling nerve punches--their yellow and green silk robes swirling around them as they move through the melee. Instinct: To intimidate

    • Disarm an opponent
    • Paralyzing blow
    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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  • Yeti Group, Large
    Claws (d8+2 damage) 10 HP 1 armor
    Forceful
    Special Qualities: Immunity to Cold

    Large vaguely ape-like men covered in white fur, these creatures descend from northern climes to wreak havoc and eat the flesh of men. Instinct: To eat flesh

    • Rip and tear
    • Induce paralyzing fear through eye-contact
    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 Ice Toad Group, Large
    Bite (d8 damage) 10 HP 1 armor
    Ignores Armor
    Special Qualities: Immune to Cold

    Some have theorized that the giant ice toads may be the source of winter, for it radiates from their form. Everything near the toad freezes rapidly, and this is the real source of danger when these giant ice-blue monsters are encountered, for it will freeze a victim even through the toughest of armours. Instinct: to eat

    • Radiate cold
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  • Kelgoras, Vine Husk Solitary, Undead
    Vine slam (1d10+4 damage 2 piercing) 19 HP 3 armor
    Close, Forceful, Reach, Near
    Special Qualities: Writhing vine-arms, Mindless

    Kelgoras was once the most powerful of all Volkar's Elven servants, but the Stone God has dispensed with the need for sentience in his minions and the proud warrior is now a hollow shell. A heart-seed infests the corpse with its roots and animates it. Five thick vines sprout from one shoulder, while the remaining arm wields a vicious obsidian blade of fine craftsmanship. Though it is mindless, the husk retains Kelgoras's battle-skill and uses it to pound intruders into dust. Instinct: To guard

    • Wring the breath from the living.
    • Hurl someone away.
    • Crush an item to pieces.
    • Collapse the ruins on top of everyone.
    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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  • Mandragora Horde, Small, Organized, Intelligent
    Wood claws (d6 damage) 3 HP 1 armor
    Close

    Long exposure to Volkar's blessings have twisted some ancient race into the deformed servants of the Stone Tree. Perhaps they were once elves, or dryads, for their bodies are wooden and protrude dozens of wooden twigs in every direction. Each possesses a unique pattern of bulbous red eyes, huge spheres peering out from wooden faces in clusters of three, or five, or eight. Alone they are no threat, but the scream of the mandragora is notorious for attracting dozens more, swarming victims and tearing them to shreds. Instinct: To serve Volkar

    • Attack in great numbers
    • Unleash an earsplitting scream.
    • Retreat when all seems lost.
    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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  • Stoneroot Hulk Group, Large
    Vine slam (d10+4 damage) 14 HP 3 armor
    Forceful, Near
    Special Qualities: Mindless

    The stoneroot hulks are the horrible fruit of Volkar, the Stone Tree. A rocky hide and giant size makes their purpose obvious - to grind civilization and sentience into dust. Essentially a mass of vines on four stumpy legs, these mindless beasts are fortunately blind. They attack by thrashing indiscriminately at everything around them and can plow through walls and buildings in a reckless charge. Experienced woodsmen know to conceal their scent when they venture into the Deepwood, for the beasts cannot sense anything that smells like itself. Instinct: To destroy.

    • Crash through obstacles.
    • Lash out blindly.
    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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