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  • Journeyman Thieves Group, Stealthy, Intelligent, Hoarder
    Knives (d8 damage) 6 HP 1 armor
    Close, Near

    Recently-initiated members of the Greymoore Thieves Guild typically travel in small groups for protection and are assigned all the dirtiest jobs. Higher-ranking thieves often use groups of them as distractions or muscle on dangerous tasks. Instinct: Steal whatever isn't nailed down

    • Snatch an item of value
    • Cause a distraction
    • Escape into the shadows
    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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  • Crystal Worker Horde, Organized, Intelligent, Hoarder, Planar, Amorphous
    Bite (w[2d6] damage 3 piercing) 6 HP 4 armor
    Close, Messy
    Special Qualities: tremorsense

    Arrived on earth from a fallen star aeons ago, the very lowest rank of this alien species has a diamond humanoid body with fluorescent orange stripes. They have no head, but a very large, fanged mouth opens in their chest. They cultivate the gems that spout from their very mouth in the uppermost caves formed by the crater from whence they landed, sometimes giving those alien minerals in exchange of tasty terrestrial metals (especially those delicious man-made alloys). Their silent language is complex and subtle, completely based on sending and receiving vibrations through the ground. Instinct: to take terrestrial metals

    • Gnaw away a bite from a metal item
    • Send an alarm stomping on the ground
    • Spout mystical gems
    • Silently offer an exchange
    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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  • Treasure Goblin Solitary, Small, Divine, Intelligent, Hoarder, Planar
    Sharp kick (w[2d8] damage) 18 HP 3 armor
    Close

    Believed to be servitors of the Demon Lord of Greed, treasure goblins are pale, almost glowingly-white goblins never seen without a large sack of loot nearly as large as they are slung across their shoulders. Found almost exclusively in dungeons, upon being spotted by adventurers they will invariably let out a high-pitched squeal and flee. They'll lead pursuers through the most dangerous of traps, past the most dangerous of monsters, and then, given even a moment to concentrate, conjure a portal and jump through with an aggravating chuckle, leaving the adventurers to deal with the consequences. Still, those who can fell one of these beasts despite their being nimble and supernaturally hale can expect great rewards for doing so, so many adventurers will give shout and chase upon spotting one despite knowing the risks. Instinct: To inspire self-destruction through greed

    • Lead pursuers into danger
    • Vanish through a portal to realms unknown
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  • Silvered Skeleton Group, Magical, Cautious, Amorphous
    Ancient Blades (d8+2 damage 1 piercing) 13 HP 5 armor
    Close, Forceful

    Created using a lost alchemical technique the creatures guard mythic sites. Even when destroyed the bones can reassemble to threaten the unwary. Spellcasters are often surprised to find their very magics turned upon them as the clever creators of these horrors protected them from ensorcellment. Instinct: Defeat intruders

    • Reassemble from shattered bones
    • Turn a spell back upon its caster
    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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  • Polar Yeti Group, Large, Hoarder, Intelligent, Organized
    incredible strength (d8+2 damage 2 piercing) 14 HP 1 armor
    Forceful, messy

    Servants of Nikolai the red, they spend their time making gifts of great artifice and protecting their fortress in the utter north. They also quite enjoy games of strategy, but are exceptionally sore losers. Instinct: To protect what is theirs

    • Construct a gift with speed and skill
    • Rip off a limb
    • Blow a horn to summon their kin
    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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  • Nikolai the Red Solitary, Divine, Magical, Organized, Intelligent, Hoarder, Planar
    Twin sabers, "непослушный" and "хорошо" (b[2d10+2] damage 1 piercing) 18 HP 3 armor
    Close, Forceful

    A demigod of winter and a guardian of innocence. From his fortress in the utter north he brings lovingly-prepared presents to children, and merciless retribution to any who threaten his charges. Instinct: To protect children and instill wonder

    • pull just the right thing from his bag
    • traverse a tight vertical space near-instantly
    • Create a portal to summon yetis or gift gnomes
    • Know the deeds of every mortal
    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 Rat Catcher Solitary, Stealthy, Magical, Organized, Intelligent, Planar, Terrifying, Amorphous
    Rat swarms (d12 damage) 15 HP 1 armor
    Close, Ignores Armor, Near, Far
    Special Qualities: Indescribable features

    In the deep places beneath large cities, the rat hordes are almost civilizations unto them selves. Like all civilizations, they are guided by a higher influence. That higher influence is the rat catcher. Nobody is quite certain what the rat catcher is, but often its only visible feature is its ghastly, hypnotic lantern that the rats of the undercity compulsively follow. It is whispered that rat catchers may be the living embodiments of pestilence and entropy. Instinct: To scavange

    • Lead rat swarms through the tunnels
    • Appear as a will-o-the-wisp
    • Ghostly lantern
    • Overrun with rats
    • Vanish without explanation
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  • Clockwork Templar Group, Divine
    Favored weapon of its god (d8+4 damage) 6 HP 3 armor
    Close, Forceful
    Special Qualities: Night vision, Tightly wound

    Created by learned and cunning artisans of the church, these machinations stand vigilant night and day, observing all with unseeing eyes. Instinct: To guard holy grounds

    • Meticulously coordinate attack
    • Explode upon death
    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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  • Sewer Monkey Horde, Small, Devious
    Tooth and Claw (d8 damage) 3 HP 0 armor
    Close

    After escaping from a visiting circus many years ago, these monkeys have somehow learned to live and thrive in the city bowels. Fur bleached white from strange chemicals, they are small, mean, and sharp toothed. Many larger animals have learned the hard way that it's best avoid their territory and stay out of their path. Instinct: To defend territory

    • Overpower through numbers
    • Infect wounds
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  • Shadowling Horde, Small, Stealthy, Construct
    Claws (d6 damage) 3 HP 0 armor
    Close, Ignores Armor
    Special Qualities: shadowstuff, Shifting shape and form

    Shadowlings are formed from the distilled essence of nightmares, hateful thoughts, and the shadows cast by thieves and murderers in the light of a waning moon. They are simple minded, cruel, and totally devoted to their creator. Instinct: To carry out Master's orders

    • Seep through cracks and keyholes
    • Merge to form chilling phantasms
    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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