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  • Crypt Wyrm Solitary, Huge, Terrifying
    Flailing tail (d10+5 damage) 31 HP 4 armor
    Reach, Forceful, Near
    Special Qualities: Wings, Rotting Flesh

    A black dragon was attacked by a nest of ghouls and though it thought it was winning, the eaten ghouls continued to attack it from within. When the dragon finally died, the surviving ghouls from inside started to fight to gain control of its monstrous bulk. Eventually they managed to animate the rotting flesh of the dragon's corpse and now use it as a protective carapace in battle. Bones slowly being exposed due to the rot of the ghouls undeath, this draconic battle tank rumbles forward armored in bone and the remaining dragonscale. Instinct: To consume the living and birth the dead

    • Vomit a half-digested ghoul
    • Fly out of reach
    • Turn rapidly swinging tail in a wide arc
    • Crush someone to the ground
    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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  • Carrious Creeper Group, Large
    Bite (d8 damage) 10 HP 1 armor
    Special Qualities: Paralyzing Tentacles

    Like a horrible cross between a caterpillar and a squid, this creature makes its home in piles of refuse and decay, and is only happy to add corpses to the pile. If it's ravenous enough, it'll even eat it's prey alive. It's not picky. Instinct: To eat

    • Paralyze with touch from it's tentacles
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  • The Wooden Dead Solitary, Large, Terrifying
    vicious claws (d10+4 damage 1 piercing) 24 HP 3 armor
    Forceful
    Special Qualities: Still wears it's old clothing, Still screaming

    When a mage is buried, his power must be properly channeled, lest it begin to infect the living. The Wooden Dead is one such infected; when a shaman or medicine-man is buried and the living make their homes above it, the magic seeps into them, poisoning them and making them numb to pain. As they die, they transform, their flesh turning to wood, their bodies growing tall and strong. Instinct: Kill all who approach it

    • Furiously attack until destroyed
    • Stand in place until provoked
    • Seek out sun and water
    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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  • Two Year Old Child Solitary, Small, Stealthy, Devious, Intelligent
    Tantrum (d12 damage) 12 HP 0 armor
    Close, Far, Ignores Armor

    The two year old is a creature of deceptive cuteness and guile, that specialize in the manipulation of adults in order to get its own way. Most two year old act alone, but they can cluster in groups known as schools, nurseries or kindergartens. They build dens of toys, flying into furious tantrums when the toys are taken from them. They have only a few weaknesses - a need to nap during waking hours, and a dependency on love and attention. Special care should be taken when approaching a two year old. They can provoke a sense of pity and a need to protect them in adults. In addition some two year olds are known for their ear piercing screams and violent temper tantrums. Other two year olds have been associated with sticky jam or chocolate based attacks known to ruin spell books, fine clothes and jewelry. Instinct: to seek out love, support and attention

    • Point out the obvious
    • Mock Tears
    • Invoke Pity
    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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  • Spiderhorse Herd, Large
    Kick (d8 damage) 7 HP 0 armor

    Spiderhorses are pack-arachnids used by the dwarves to navigate rough terrain. Though not particularly fast, they're much faster at getting up hills and across scree than most animals. Spiderhorses are bred to be docile and not particularly bright. Unfortunately, they still have a self-preservation instinct, so do remember to tie them down before you start making loud noises and waving fiery sticks nearby (unless you want all your gear to go bolting into the night). Instinct: to flee danger

    • Climb an impossibly steep surface
    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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  • Carnivorous Lichen Solitary, Tiny, Amorphous
    Acid secretion (d10-2 damage) 19 HP 1 armor
    Hand, Ignores Armor
    Special Qualities: resistant to cold

    Sleep warily in the Northlands, adventurer! For there is a creature that feasts upon the motionless, dead or alive. It looks much like the lichen that grows on the rocks that sleeps by day and hunts by night. If it clings to you - and it will certainly try - it oozes acid that breaks down metal, flesh, and bone alike. Tearing the beast from your skin is as painful as the beast's acid spittle! It is a tricky beast that seems to be able to sense motion and the heat of the living or recently deceased. Normally, it will feed on carcasses, but when hungry it will prey upon the living despite the peril. Instinct: Feed upon the motionless

    • Wait until they're sleeping
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  • Fenrir, the Great Wolf Solitary, Huge, Divine, Planar, Terrifying
    Biting & Tearing (b[2d12+9] damage 3 piercing) 30 HP 3 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Gigantic & Terrifying, Agent of Ragnarok

    The spawn of the god Loki, this great wolf is prophesized to one day swallow the moon and devour Odin, the All-Father of the gods. Immortal and nearly unstoppable until the end of the world, it can only be contained by divine means and only at great cost. Instinct: To Devour the Gods and Destroy the World

    • Devours All Before It
    • Cannot Be Contained by Mortal Bonds
    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 Wooden Dead Solitary, Large, Terrifying
    Wooden claws (d10+4 damage 1 piercing) 24 HP 3 armor
    Forceful
    Special Qualities: It wears the tatters of it's old clothing still

    Instinct: To protect the territory

    • Attack Intruders
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  • Tomberang Group, Tiny
    Bludgeon (d8-2 damage 1 piercing) 10 HP 1 armor
    Hand, Far
    Special Qualities: Darkvision

    The Tomberang is a strange sort of a golem placed in the Tombs of the Kings of Alcembra. The Tomberang is a cresent-shaped golem of bone of and flesh. It rests in darkness until tomb robbers draw near, then it flies at them with great force, only to disappear into the darkness and wait for another opportunity to attack. Instinct: Smite tomb robbers

    • Attack suddenly and retreat
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  • The Fang of the Shark Group, Divine, Magical, Intelligent, Terrifying
    Shark-tooth knife (b[2d8+6] damage 2 piercing) 6 HP 1 armor
    Close, Forceful
    Special Qualities: Bestial

    The Fang of the Shark was human once, but the Shark God is generous with its priests, and the high priest most of all. He is covered in the sandpaper texture of sharkskin, with teeth sharpened to vicious points...but the real terror is the horrible shark-fang dagger designed to inflict terrifying pain and, of course, the shark miracles granted to the priest by his connection to his god. The only saving grace is that the Cult of the Shark God is not ambitious; they are perfectly happy to just slaughter those they run into as sacrifices, encourage warfare in the area and so on - nothing huge. Not yet. Instinct: To destroy and consume in honor of the Shark God

    • Cause terrible pain
    • Call on a shark miracle
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