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  • Twisted One Group, Terrifying
    Ugly bodily extrusions, weapons from its human past. (d8+2 damage) 10 HP 1 armor
    Close
    Special Qualities: horrific mutations

    Let me tell you the tale of Joaquin -- a young man as cocksure as you are now. He came too near to the Wizard's Well, besting its guardian sprite, and dared to read the incantations inscribed on its edges. I caught up with him as he mouthed the last words, his eyes full of defiance and joy. Then, his bones lengthened, his eyes multiplied, and a great mound of fleshy mouths grew from his belly -- few men can master the Starry Beyond, said a wizard I later asked about it. Horrified, I charged, and pushed him into the well. I know not what happened to him after that, but I still have nightmares. Instinct: To twist and break what remains natural and beautiful

    • Impale those who resist
    • Tear those who offend it
    • Rip the hapless apart
    • Leap upon the unaware.
    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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  • Wumpus Solitary, Large, Stealthy, Terrifying
    Huge maw (d10+2 damage) 16 HP 1 armor
    Reach, Ignores Armor
    Special Qualities: Nauseating stench, quite smelly

    The wumpus likes to hide in close environments, like dungeon mazes or dense forests. It's very introverted, and really it just wants to be left alone. Unfortunately for those who happen upon the wumpus, it has learned that the fastest way to be alone again is to eat whoever found it, which it does with shocking efficiency and even glee. It has also developed a stench that is at once distinctive and nauseating. Sadly, the hunting a wumpus is considered a right of passage in some cultures. Instinct: to be left alone.

    • Swallow whole.
    • Hide abruptly.
    • Nauseate with a stinky cloud.
    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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  • Caretaker of the Grey Prison Solitary, Large, Planar, Construct, Amorphous
    Mechanical claw (d12+2 damage) 27 HP 4 armor
    Forceful, Near
    Special Qualities: dependent

    The Grey Prison is full of caretakers, large crab-like clockwork constructs with large claws. When it finds a person (living or in their afterlife) in the Prison that is not connected to one of the soul-draining chambers, it grabs that person in its claw and carries it to an empty chamber, hooking it up to the Prison's power system. The more despair the captive experienced in its life, the more power it gives, so a caretaker prioritizes these targets above living people who have found their way into the Prison. Like all things in the Grey Prison, it is powered by the energy torn from its inmates. Tubes that feed the entire Prison with the cold energy of despair hang down from the various tunnels and chambers. Small claws on the caretaker's back continuously connect and disconnect it from various tubes as the caretaker patrols the Prison. Instinct: To maintain the Grey Prison.

    • Feed the Grey Prison.
    • Get a power boost from the Grey Prison.
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  • Child of the Grey Solitary, Magical, Stealthy, Intelligent, Planar, Terrifying
    Dust constructs, attacks of grey ash, and its own claws (d12 damage) 16 HP 4 armor
    Close, Reach, Far
    Special Qualities: It radiates an otherworldly 'sense' - it isn't that it's ugly, but that it is utterly wrong and inimical to life. The very ground rebels against touching it.

    Thin, faceless, vaguely humanoid, the Child of the Grey is a servant of something beyond the gods - raw nihilism made flesh. Most of the Children were trapped away from the world at its creation, sealed away from reality by the Divine. A spellcaster of appropriate bent or a crack in their prison can occasionally let one or more into the world. They have a fluid shape (but generally stay humanoid - two arms, two legs, and the occasional set of wings), and, upon destruction, explode into a cloud of grey ash that settles to earth. They do not personify death, but rather nonexistence - things destroyed by the Child's annihilation abilities are permanently gone, reduced to a sort of greasy dust that bears not even the mystical memory of what it once was, and is useless for... well.. anything. The Children are not so stupid as to indulge in wanton destruction, however. A single or small group of children will work to free their brethren, hoping to release a wave of nonexistence that will destroy all of reality. To this end, they will often work through cults or other agents of destruction, even coopting some of the followers of evil gods for that purpose. Instinct: To erase existence

    • Attack with an ash- or dust-like construct, at any visible range. This construct can appear from any surface.
    • Once, when the child is threatened by attack, it may alter reality in a subtle, destructive way to negate that attack for the duration of the conflict. (e.g., arrows no longer fire, a particular sword no longer swings correctly, an environmental hazard is negated or created.)
    • Create tentacle construct - the Child can create a long-lasting, independent construct of dust or ash that consists of many tentacles apparently sprouting from the ground, water, or other equivalent source. This is an environmental hazard that can hurt (4dmg), rip away weapons, and more. Corrosion - The Child can annhialate a non-alive object it can touch, reducing it to a fine, grey powder.
    • The child may change shape to add advantageous attributes - say, sprout wings, extend claws or reach, or more. Its body seems fluid.
    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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  • Treestone Solitary, Large, Hoarder, Construct
    Branch-claws (d10 damage 2 piercing) 20 HP 3 armor
    Special Qualities: Animated spirit can abandon the body; long legs let it stride quickly

    It's simple enough really. First you build a body from petrified wood, about half again as tall as a man. Then you summon the spirit and persuade or compel it to aid you. Stick the spirit in the body, and send it out to track down the valuable lost things you're too busy to go get yourself. Heroes will find it tough to kill and be frustrated when it cuts open a pack and takes a spellbook or other precious item and strides away. Instinct: Collect valuable things

    • Snatch away a treasure
    • Stride quickly
    • Abandon the body
    • Hide the treasure
    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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  • Umbilical Jenkens Solitary, Intelligent, Terrifying
    The tentacle- like protrusion that bursts from the chest entangles then strangles the victim. (d10 damage) 16 HP 0 armor
    Close, Ignores Armor, Near
    Special Qualities: Abdomen appendage , It is a massive wormlike creature that lives in your chest cavity.

    Named by the villagers for the first victim they ever saw, Umbilical Jenkens is actually a form of intelligent parasite that has been on the planet for a long time. It requires a warm blooded host to survive, and very slowly eats the host alive, thus requiring a new one after some time. While some Umbilical Jenkens are fine with sticking to animals like deer and bears and living alone, some prefer the bodies of humans. Infected humans lose their personality within 24 hours of the arm sized worm-like creature burrowing into their chest. From that point on, the Umbilical Jenkens is in control. The human no longer speaks, and appears almost zombielike in movement. When the monster is ready for a new host, a thick tentacle like appendage up to 9' long bursts from the stomach and captures the new host, hence the creature's name. Instinct: To strangle

    • Shoot a thick, ropy appendage out of its abdomen and entangle
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  • Leon Solitary, Intelligent, Planar, Construct
    Teeth (b[2d10] damage 1 piercing) 16 HP 1 armor
    Close
    Special Qualities: Booze, Changed into obediance

    Instinct: To cause hangovers

    • It manages to locate booze within a radius of itself.
    • Obscene strength
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  • Huldra Solitary, Stealthy, Magical, Devious, Intelligent
    Seduce and drain life force (d12 damage) 12 HP 0 armor
    Close, Far

    The Huldra looks like an extremely beautiful woman. It preys on lonesome men. Usually to seduce them and ride them to death. The only thing differing the Huldra from a normal human woman is the pointed lynx-like ears that is usually hidden by her long hair. She also has a cow-tail hanging from her behind. If the Hulder should be recognized for what it is, the man may take her for her own by binding her with a thin silver chain. Hulder who are chained will give the man strong, healthy children that looks entirely human except for their wild ways and the fact that they grow up faster than normal. Instinct: To Seduce

    • Lure men to their doom
    • hums and sings with a beautiful voice
    • charm men
    • it's charm-like powers will seduce and drain your life force
    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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  • Snake Solitary, Stealthy, Intelligent, Hoarder
    Knifegun (b[2d12] damage) 20 HP 3 armor
    Close, Near, Far

    Snake is a terror of the darkness, hailing from a land of gears and metal, he does not understand the situations he has been exposed to and reacts by lurking where you'd least expect and making a meal of those you hold dear. Instinct: to sneak

    • Sneaks up and slits your throat
    • Distracts you with magazines
    • Uses targets as living shields
    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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  • Fucking Huge Tusked Tumbler Solitary, Large
    Tusks (d10+2 damage 2 piercing) 20 HP 2 armor
    Close, Reach, Messy
    Special Qualities: Prehensile hair

    Unless you're a stone giant, hopefully by now you know not to kick one. Instinct: to roam

    • Leap great distances
    • Flash muddy brown light, disorienting and blinding
    • Capture and strangle with masses of knotted prehensile hair
    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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