• Codex
  • Browse
  • Create
  • Login

Monsters by Awesomesauce1313

  • Hermit Elephants Horde, Huge, Cautious
    Trample (d6+5 damage) 11 HP 6 armor
    Reach, Forceful
    Special Qualities: Building armor

    The hermit elephant is a close relative of the more commonly known elephant. However, the Hermit elephant has an uncommonly thin and vulnerable skin by comparison to these. In order to protect itself, the hermit elephant will walk into a village, enter a house or hut and lift it upon its back, carrying it away. As it grows, the elephant will periodically shed its house in favor of a new, larger one, much like hermit crabs. Hermit elephants frequently travel in herds, and these can easily be mistaken for villages if found while the animals are resting. Instinct: To protect the herd

    • Curl up inside its building
    • Stampede
    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.
    Tweet
  • Republican Bee Horde, Tiny
    Stinger (d4-2 damage) 3 HP 0 armor
    Hand

    A species of honeybee that, rather than being ruled by the traditional queen, runs its hives as democratic republics. Republican bees "committee rather than swarm, and tend to stay in the hive a lot, voting for more honey." Instinct: To form committees to evaluate defensive actions

    • Preemptively sting enemies of the hive
    • Not negotiate with beekeepers
    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.
    Tweet
  • Necromancer Solitary, Magical, Devious, Intelligent
    Grave bolt (b[2d8] damage) 12 HP 0 armor
    Close, Far

    Mages who seek ways to control life and death. Necromancers are often twisted beings, living on the thin line between life and unlife. They seek to gain power or eternal life. Instinct: to seek eternal undeath

    • Control the undead
    • Drain life
    • Accompanied by its minions
    Tweet
  • Titan Solitary, Huge
    Fists and feet (b[2d12+7] damage 2 piercing) 20 HP 3 armor
    Reach, Forceful, Near

    The Titan. A legendary being from before the time of men. Towering over all other being, it can easily smash men and beast with a flick of its wrist. It desires to eat all living things it can catch, sometimes devouring entire towns worth of people. After eating, it wanders away and disappears for a time. No one knows where it goes. Some say it returns to its mountain lair and sleeps, other believe it returns to its own plane of existence. The one thing you can be sure of is that it is massive. While obviously no one has lived to measure its height, it is estimated to be about 60m tall. But what if it has grown since the last time it was seen... Instinct: to eat

    • Crush things underfoot
    Tweet
  • Onyx Battlemage Horde, Magical, Organized, Intelligent
    Magic Missile (b[2d6] damage), Cage 10 HP 4 armor
    Close, Far

    The most common guards of the Onyx Protectorate are the Battlemages. All Battlemages are required to prepare the spells magic missile and cage, beyond those two they are allowed to choose on their own. The nicer ones pick detect magic or sleep, but they aren't all nice. They are sworn to follow the law... but in the Onyx Protectorate "the law" is what the mages say it is, and it is often unforgiving to those without magic. Instinct: To obey the higher-ups

    • Arrest a criminal
    • Cast offensive magic
    • Organize the City Guard
    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.
    Tweet
  • Onyx Assassin Group, Stealthy, Intelligent
    dagger (d6 damage), syringe 10 HP 0 armor
    Close

    A mage doesn't like to get his hands dirty. His preferred method of eliminating an enemy personally is with a nice, big fireball. But sometimes things need to be done quietly. A knife in the back, poison in the wine, or a simple strangling. These are the jobs left to the Onyx Protectorate Assassins. They are an elite group of non-magical humans, skilled in hand-to-hand combat. When a mage wants somebody killed quietly, the assassins are the ones who do the job. But just because they can't use magic doesn't mean they don't have any magical assistance from their employers... Instinct: to eliminate its target

    • Inject poison
    • Attack a sleeping target
    • Stalk
    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.
    Tweet