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Monsters by Trithion

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  • Forgotten hungry ghost Solitary, Devious, Terrifying
    Black hole mouth (b[2d8+4] damage) 20 HP 0 armor
    Close, Forceful, Ignores Armor
    Special Qualities: A gaunt spectre of long lost identity

    Instinct: To feed of souls

    • Chase and embrace prey
    • Utter consumption of all that lives
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  • Wretched wraith Solitary, Magical, Devious, Intelligent, Terrifying
    Soul rending touch (d8+2 damage) 16 HP 4 armor
    Close, Forceful, Ignores Armor
    Special Qualities: Insubstantial existance, Pale figure of unending pain

    Instinct: Use pain as a whip unto other haunts

    • To howl in anger and pain
    • Separate the soul from the vessel
    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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  • Cursed werewolf Solitary, Large, Intelligent, Terrifying
    Iron claws of the cursed beast (b[2d10+4] damage 2 piercing) 24 HP 1 armor
    Forceful
    Special Qualities: The wretched form of the curse

    The cursed beast, as it is known among the local populace, was once a hunter, young and hurried to prove its worth. The transformation came about when he and his companions hunted a weid and quite extraordinary silver fox, a creature of great magic and beholden to the heart of the forest which laid a silent curse on the hunter that dealt the finishing blow. Instinct: To consume the betrayers

    • Spur the wildlings into frenzy to enact its vengeance
    • Terrified the mortals with its howls
    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 Sorcerer Solitary, Magical, Intelligent, Cautious
    Bone lance (d10 damage 1 piercing) 12 HP 7 armor
    Close, Far

    The sorcerer is the last of the Eyvind Clan, a lonesome practicioner of necromancy and other dark arts seeking to suceed where its ancestors failed. Instinct: To awake and control the slave

    • Control the will of lesser creatures
    • Conjure deadly aparitions
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  • The husks Horde, Organized
    Mishapen hands (d6 damage) 11 HP 0 armor
    Close

    The husks are the unwilling servants of the Sorcerer. A simple spell of mass posession was enough to convert them to little more than ghouls ready to follow all its commands. Instinct: To destroy the enemies of the sorcerer

    • Follow the will of the sorcerer
    • Overwhelm a dangerous foe
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  • The slave of Eyvind Hall Solitary, Huge, Magical, Divine, Intelligent, Cautious, Planar, Terrifying, Amorphous
    Void wave (d12+7 damage) 23 HP 6 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: An always changing form of smoke and darkness

    The slave has been trapped in Eyvind for many centuries, trapped by the elven researchers that once owned the Halls. It is dormant, but the promise of great power and terrifying knowledge is almost palpable. Instinct: To be freed

    • To wait in forced slumber
    • Call forth a visage of the void
    • Show the power of being devoted to the lords of the void
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  • The Lurer of Eyvind Hall Solitary, Large, Stealthy, Intelligent, Cautious
    Jagged stone maw (d10 damage 1 piercing) 20 HP 4 armor
    Special Qualities: A knack for illusions

    The lurer is a lonesome rocky creature, its skin is akin to the craggy exterior of rough underground tunnel, with many a jagged point and quite difficult to pierce through. Sadly, this isn't the only problem it may pose to adventurers, it's uncanny proficiency for illusions allow it to mesmer unwary victims close enough to be ambushed and quickly killed. Instinct: To eat greedy fools

    • Lure the unwary with shiny baubles
    • Camouflage using its rocky appearance
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  • The Lurker of Eywind Hall Solitary, Large, Intelligent, Planar, Terrifying
    Rending claws (b[2d10+2] damage 2 piercing) 16 HP 1 armor
    Special Qualities: A tail of spikes, A thing born in the void

    The Lurkers are the savage guard dogs of Eywind Hall and its castle, prepared to hunt and devour any one who dares trespass. It is known to devour those who get caught but its true sustenance and power lies within the powerful influence of void rifts. Instinct: To devour the trespassers

    • Patrol the ruined halls
    • Siphon power from the void
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  • the God-Weaver Solitary, Huge, Stealthy, Divine, Intelligent, Planar, Terrifying
    Spear-legs (b[2d12+5] damage 1 piercing) 20 HP 3 armor
    Reach, Ignores Armor, Near
    Special Qualities: The face of death itself.

    "On white-covered peaks hides, The lair of the god-giver. She hides not, never has, For she is not sought, Not by men of plow or book, Neither found By people less than grand. She gives a kiss of fire, That crowns the fool, And saves the lost. - From the poem "The god-weaver and the Knight." Instinct: To hold captive the gods.

    • Manipulate its slaves
    • Hide behind the veils of Illusion.
    • Give glimpses of realms eternal.
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  • Tidehunter Solitary, Huge, Divine, Terrifying
    Armored Snout (d10+7 damage) 26 HP 5 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: A thing out of horrid dreams

    This great creature with grey scales and thorny appearence may be calle a distant relative of the "Mermaids" but outside its weird appendages it shares nothing more. It's a lone hunter, armored and huge, capable of capsizing even Galleons. It reaches 15 meters long and up to 7 meters width in its crescent shaped head. Although tales have been told many times about its appearences the most widely spread is that of the whistling white lady, surrounded by frost, that calls him to sunk its enemies. From the truthful beastiary Vol. II. (1473, by Edward Collins & Mathias Fitzroy Jr.) Instinct: to follow the master's bidding

    • Smash ships
    • Take speed and charge.
    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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