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  • Wandering Jack Solitary, Stealthy, Terrifying
    Longsword (b[2d10+2] damage 1 piercing) 20 HP 3 armor
    Close, Forceful
    Special Qualities: Aura of death

    The story of Wandering Jack is one known in every village and told by every bard in ballad and tale. Listen: Jack is a highwaymen, and a man of poor morals and poorer hygiene. Marian is the daughter of the Barron, and the most beautiful maiden in all the land. They meet on a dark and stormy road, and it is love at first sight. Jack is a changed man, renouncing his wicked ways in devotion to his love. Eighty stanzas later Jack is caught, tried, and hung in the Barron's court. Marian is distraught. The power of pure love brings Jack back from the grave to be reunited with his dearest. Marian, unknowing, kills herself out of anguish. Jack becomes a twisted, dark creature that haunts the roadways and forest paths, roaming far and wide in search of something he can never have again. The End. Instinct: To search for love

    • Locate things secret or hidden
    • Attack from 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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  • Wreck Haunt Horde, Magical, Stealthy, Organized, Hoarder
    Cyclone of ship debris (d6+2 damage) 6 HP 5 armor
    Close, Reach

    Whether the damned soul of the ship's Captain, or a wandering spirit of ill intent, a wreck haunt is a wispish being that has laid claim to a sunken wreck, all its treasures, and the bodies of those foolish or unlucky enough to go down with the ship. Instinct: To protect its domain

    • Trap and ambush intruders
    • Jump into minions as shields
    • Call forth the undead crew
    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 Demon King Solitary, Large, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying
    mindshattering domination (d12+6 damage 3 piercing) 26 HP 4 armor
    Forceful, Reach, Ignores Armor, Near, Far
    Special Qualities: Unmatched power and influence., Debilitate them with fear

    The Demon King of the Underworld is the mightiest of the Demon Nobles, with a great horde of demons and damned souls at it's command, the Demon King rules the Underworld through fear, intimidation and sheer brute force. The King is not just the ruler because of the forces at his disposal. The king becomes the king by being the strongest, the most cruel, the cleverest, and the most cunning. The killed the last king and replaced them. Aside from maintaining their place of power, the Demon king's other goal is to break out of the Underworld and invade the Living. Instinct: To rule through fear

    • Use your hordes to intimidate all opposition
    • Use your dominance as leverage against them.
    • Shatter their minds with your will.
    • Change shape into a fearsome horror
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  • The Thing in the Well Solitary, Large, Stealthy
    Dark Tentacles (w[2d12] damage) 16 HP 1 armor
    Reach, Near

    "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour

    • Politely collect tribute
    • Leverage townspeople through secrets
    • Purify water
    • Hide in darkened waters
    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 Clockwork Gentleman Solitary, Stealthy, Cautious, Construct
    a deadly rapier! (b[2d10+2] damage) 16 HP 6 armor
    Close, Near
    Special Qualities: polished brass, and ticking clockwork

    The young Prince needed a sparring partner, why in certain circles martial prowess is more then just a courtly acomplishment! the King found the perfect challenger, no man of flesh but of steel and polished brass. a Clockwork gentleman, designed by his artificers. an autonamous construct that would learn as it fought. Each thrust that landed, would set the Gentleman's head-gears whirling, each parry made too late would tighten coiled springs. Each day the duels with the Gentleman became more deadly, each day its rapier became more quick! Until the day came when Young flesh and bone could not match the speed of ticking gears and greased pistons. They say The Clockwork Gentleman rooms the land yet, seeking a challenger to match its skills. Instinct: to Duel to the death

    • challenge worthy opponents
    • you must defie danger to evade its deadly feint!
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  • Everythinghoppers Horde, Tiny, Organized, Terrifying
    Swarm on everything (w[2d6] damage 2 piercing) 3 HP 0 armor
    Hand, Forceful, Ignores Armor, Far
    Special Qualities: If they come we will die

    A really small monster, looks like a fat imp with prehensile tail that moves really fast. It have a big enormous mouth with alot of razor-like teeth. They swarm on enemies in larger numbers and eats almost everything, from flesh to metal, from wood to rock. Instinct: Eat everything

    • Destroy everything on their path
    • More of them die, more of them come
    • Unstoppable swarming
    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 Head Master Solitary, Magical, Devious, Intelligent, Terrifying
    confusion (d12 damage) 20 HP 4 armor
    Close, Ignores Armor, Far
    Special Qualities: mimicry, It is a large severed head

    Found most often in schools or places of learning, it climbs the leader to the highest position possible by impersonating it's victims. When it is mimicing a person it has all the physical and mental attributes of the person it is impersonating. Instinct: Thirst for Power

    • It hides
    • Mental Damage
    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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  • Witchfinder General Solitary, Stealthy, Divine, Organized, Intelligent
    Arsenal of anti-occult weaponry (b[2d10+4] damage 2 piercing) 14 HP 1 armor
    Close, Near, Far
    Special Qualities: Magical immunity built up over a lifetime

    The Witchfinder General leads witch hunts with a zeal that frightens even their underlings. After a lifetime of training, a Witchfinder General is a nightmare to all spellcasters. Virtually immune to magic, they carry an arsenal of cold iron, garlic, blessed water, holy symbols, and lethal ranged and melee weapons. Instinct: To cleanse the earth and prepare for a new order

    • Kill witches and other spellcasters
    • Lay an elaborate trap
    • Command Witchfinder squads
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  • Witchfinder Group, Stealthy, Divine, Organized, Intelligent
    Crossbow (b[2d8+2] damage 2 piercing) 8 HP 1 armor
    Close, Near, Far
    Special Qualities: Strong will defies magical effects

    After the Sorcerer Kings made things as miserable as they did, it's no surprise that there are some who still look upon magic with suspicion. The most zealous of these are the Witchfinders, religious fanatics who view all use of arcane magic as an abomination in the sight of their deities. Clad in dark, heavy robes and wielding crossbows, they are trained in the arts of tracking, dark lore, torture, and magic resistance. In a tough spot, they might be persuaded to lay aside their crusade to confront a darker evil. Instinct: To hunt those who tamper with the natural order

    • Hunt spellcasters
    • Arrive unexpectedly
    • Lay a trap
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  • Pencilman Solitary, Stealthy, Magical, Intelligent, Planar
    Eraser (d12 damage) 16 HP 0 armor
    Close, Ignores Armor

    The Pencilman is a floating pencil with a face who appears to artists and other creators. He offers the power to literally erase and re-draw reality, but at a terrible cost. The longer the Pencilman is willingly welcomed into the mortal realm, the more powerful he grows. Eventually, this allows him to pursue his own terrible agenda. Instinct: To create a darker world

    • Draw monsters, erase heroes
    • Offer power
    • Draw on reality
    • Appear to those easily tempted by the power to create
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