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  • Tasse the Cat Solitary, Tiny, Stealthy, Intelligent
    claws (d10 damage 1 piercing) 16 HP 0 armor
    Hand

    Instinct: Cuddle

    • Sneak
    • lays down in your way
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  • Harpy Group, Intelligent, Hoarder
    Claws (d8+2 damage) 6 HP 0 armor
    Close
    Special Qualities: Flight

    The twisted incarnation of some long-forgotten divine punishment, harpies have the torso and head of hideous human females with the grotesque wings, legs, and tail of a bird. Vicious and shrill, they now roam in small packs seeking to fulfill their instinctual need to inflict emotional and physical pain on others through the theft of precious items. Despite their attraction to gold, gems, and magical enchantments, harpies seem to always know what each victim holds most dear whether it be a questing knight's heirloom sword or a starving man's last morsel of bread. Instinct: To deprive others of what they cherish

    • Alert other harpies
    • Distract a victim
    • Snatch a valuable object
    • Gloat from the safety of its nest
    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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  • Jabberwock Solitary, Large
    Rend (b[2d10+2] damage 1 piercing) 16 HP 2 armor

    Jabberwocks whiffle through the tulgey wood and burble through dreamscapes and other places of power, looking to rend with its powerful jaws and claws. Instinct: To wiffle and burble

    • Bites with jaws, catches with claws
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  • Gremlin war machine Group, Small, Organized, Intelligent, Hoarder, Planar, Construct
    tiny cannon barrage (b[2d8+2] damage 1 piercing) 10 HP 3 armor
    Close, Near, Far
    Special Qualities: made of iron and powered by steam.

    Gremlins, small green humanoid about the size of a humans pinkie finger, hail from a realm far beyond this one, a world of great cities of steel and stone, of mills belching fire and smoke day and night. Marooned in this realm, they seek out sources of iron and coal, claiming them using their great war machines. Miners tell of great screws that burrow from the ground, iron carts that spit blasts of hot lead, submersible boats, even once an flying ship, held aloft by a multitude of spinning blades. Thank goodness they are so rare and so small, a man sized race with their combined technology and rapaciousness would scour the earth bare. Instinct: to conquer and consume

    • attack from land, underground, sea, or air.
    • use signal flares to call allies
    • gain advantage using alien technology
    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 Haunter of the Dark Solitary, Large, Stealthy, Intelligent, Planar, Terrifying
    Gaze of the Abyss (d12 damage) 16 HP 1 armor
    Ignores Armor, Near
    Special Qualities: Banished by light

    Summoned from the black gulfs of chaos, The Haunter of the Dark can reveal other worlds, other realities, and the secrets of arcane and paradoxical knowledge...for a price. "I see it-- coming here-- hell-wind-- titan-blur-- black wings-- Yog-Sothoth save me-- the three-lobed burning eye..." Instinct: To drive insane

    • Impart unspeakable knowledge
    • Move through shadow
    • Serve the Great Old Ones
    • Demand sacrifice
    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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  • Wight Solitary, Stealthy, Undead, Intelligent
    Claws (d6 Strength damage) 16 HP 1 armor
    Close, Ignores Armor

    "While even casual scholars of the undead know that wights create more of their kind from those whose life-energy they steal, the ultimate origins of these creatures remains a matter of much debate. There is no known necromantic spell for creating wights and little help comes from the diverse and contradictory legends that seek to explain how the first wights came to exist." -Graeme Davis, Ecology of the Wight

    When you take damage from a wight, it does its damage as Strength damage instead of HP damage.

    When your Strength score falls to zero or below, set your Strength to 0, you are paralyzed until your Strength is at least 1. Take your Last Breath [move].

    If you have been Strength damaged and you receive the benefits of something that would restore HP, you may choose to restore the same amount of Strength instead.

    Instinct: To corrupt life

    • Drain the strength of the living
    • Burst forth from its burying place
    • Raise a slain foe as a wight.
    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 Grey Prince Solitary, Magical, Stealthy, Divine, Organized, Intelligent, Cautious, Hoarder, Planar, Terrifying, Amorphous
    Hollow Touch (b[2d12+2] damage) 25 HP 6 armor
    Close, Ignores Armor
    Special Qualities: immortal, can never truly be destroyed, Send them mad with your empty gaze

    The Grey Prince is an ancient spirit from beyond the stars, a wanderer from when the world was a hot swirling cauldron of potential. It is then that the Grey Prince came, and cooled the world with it's chill, hollow touch. When the first living thing crawled upon the world's surface, it was the Grey Prince that touched it, and gave it the gift of death. The Grey Prince is ancient, eternal, and wishes only to conquer and dominate the Dead. When it's army of dead souls is large enough, the grey Prince will invade the bright warm world of the living, and suck out it's warmth and light, until it too is a pale, cold shadow. Then the Grey Prince will leave this hollowed out world to find another bright, hot cauldron to cool with it's hollow touch. Instinct: Conquer the Shade

    • Bleed their souls of wonder
    • Bind the dead to it's service with clever words
    • Call up it's horde of dead souls
    • dominate them with ancient knowledge
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  • Fae Noble Solitary, Magical, Stealthy, Devious, Organized, Intelligent, Cautious, Hoarder, Planar
    Faen Magic (d12 damage) 16 HP 5 armor
    Close, Reach, Ignores Armor, Near, Far

    Fae Nobles are powerful figures in the Faen Court, rulers who use their intimate knowledge of the wild magics that exist where the Shade and the land of the living touch, in the deep, old wildernesses where no axe has touched the flesh of trees older than civilisation. Fae lords are often considered cruel and malicious by mortals, but it is more accurate to say they are simply alien and powerful. They know the power that lies in the shapes of stories, and how they hold the mind captive. It is this knowledge that all Fae magic is based upon, and the Fae Nobles are masters of. Instinct: To torment arrogant, 'civilised' mortals

    • Judge them in the Faen Court
    • Trick them into ill-advised action with misleading words
    • Twist their fate to a stranger path
    • Seduce them with otherworldly beauty
    • Summon the Faen court
    • Bind them in an ancient curse
    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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  • Antilich Solitary, Magical, Intelligent, Hoarder
    Throw a bony punch. (w[2d10] damage) 20 HP 2 armor
    Close

    While the lich is a thing which seeks to preserve existence for its own sake, the antilich joins the undead for another purpose- the furthering of knowledge. Gathering up bits and pieces, interviewing and researching, known for copying or even stealing library books, antiliches are rare but not hard to find. While they gather this knowledge, they are often loathe to share what they have gathered and prefer to keep it to themselves, necessitating lengthy bargaining to garner some piece of forgotten lore. Rare indeed are they who have the patience to deal with archliches. Instinct: To hoard and collect knowledge.

    • Preserve what might be forgotten.
    • Cast some long-forgotten spell.
    • Bargain for some knowledge.
    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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  • Deadwood Fungus Solitary, Large, Devious, Amorphous
    spore cloud (d10 damage) 19 HP 2 armor
    Ignores Armor, Near
    Special Qualities: Appears as ordinary forest fungus.

    When you go out into the woods at night, you'd best have a ranger with you. There are all manner of deadly creatures to be found in forest depths and the Deadwood Fungus is one of the least obvious. Found in damp, old growth forests, Deadwood Fungus grows along the rotting logs of fallen trees and will carpet the forest floor in all directions so long as it can find sustenance. Be careful where you lay your bedroll or you might awaken in the morning to find this dark green fungus growing over you. Beware it's spores, they are toxic enough to fell even large animals for fertilizer. Instinct: To proliferate.

    • Envelope - Deadwood Fungus will slowly grow outward, latching onto unmoving and nutrient rich objects to serve as fertilizer.
    • Lung Rot - Inhaling the spores of a Deadwood Fungus causes coughing fits, bleeding and occassionally death.
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