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Monsters by ArachCobra

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  • Skum Horde, Intelligent
    Trident (b[2d6] damage) 7 HP 2 armor
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    Special Qualities: Amphibious, Darkvision

    Skum are the remains of an artificially created, amphibious warrior caste, now long abandoned by the creators. Kept all male as a way to keep their numbers in check, skum rely upon human females to propagate their species. Their society and race as a whole tethers on the brink of collapse, to the point that skum have forgotten their original name and adopted the hateful terminology of their enemies. Instinct: To preserve their race

    • Train fish
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  • Crab Swarm Group, Diminutive, Swarm
    A lot of pincers (d8-4 damage) 6 HP 3 armor
    Hand, Ignores Armor
    Special Qualities: Aquatic

    Swarms of ordinary crabs, they use their numbers to tear larger prey apart in a frenzy of pincers. Instinct: To eat

    • Be very distracting
    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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  • Giant Crab Horde
    Pincers (d6 damage) 3 HP 3 armor
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    Special Qualities: Aquatic, Darkvision

    Giant crabs are shelled omnivores native to the oceans. Opportunistic, they can be both scavengers and predators as the situation call for it. Instinct: To eat

    • Grab prey and crush it in their claws
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  • Giant Stag Beetle Group, Large
    Beetle horn (d8+1 damage 1 piercing) 10 HP 3 armor
    Special Qualities: Flight, Darkvision

    These large scavengers can be quite competitive, charging their enemies with their horns to smash them to pieces. Instinct: To eat

    • Charge opponents
    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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  • Shroob Commando Solitary, Stealthy, Devious, Intelligent
    Rayblade (d8 damage 4 piercing) 12 HP 0 armor
    Close
    Special Qualities: 20 HP Forcefield, Resistant to poison and disease, Immune to fear, Death Attack, +2 damage to constructs, Weak to Cold

    Elite agents of the shroob, commandos lead small squads of shroob into intense conflict. Capable of fighting both up close and range, shroob commandos are deadly at any distance. Instinct: To expand

    • Deflects projectiles
    • Shield bracelet grants +3 super armour until it has absorbed 24 damage
    • Uses toxic grenades
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  • Shroob Group, Small, Intelligent
    Laser Pistol (b[2d8] damage 3 piercing) 6 HP 0 armor
    Close, Near, Fire Elemental
    Special Qualities: 5 HP forcefield, Resistant to poison and disease, Immune to fear, Weak to cold

    Shroobs are fungoid creatures with a war-focused society, willing to take all comers. They are also a people of great curiosity, constantly tinkering to find new things to add to their impressive arsenal of deadly weaponry. Instinct: To expand

    • Use advanced 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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  • Nymph Elderblooded Solitary, Magical, Divine, Organized, Planar
    Sylvan Blade (10+2] damage) 18 HP 6 armor
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    Special Qualities: Can communicate with animals

    Nymph ELderblooded are ancient nymphs who through the ages have grown in power that they have reached the upper echelons of power in the fey world. Those who manage to push themselves further can become Eldest themselves, though few manage such a legendary feat. Instinct: To protect its home

    • Can blind people with their beauty
    • Can teleport once per day
    • Grants artistic inspiration
    • Can stun with a glance
    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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  • Norn Solitary, Large, Magical, Intelligent, Planar
    Shears of Fate (d10+3 damage 4 piercing) 20 HP 6 armor
    Special Qualities: Blindsight, Truesight, Arcane Sight, Regenerate 2 unless exposed to cold iron, Cannot be ambushed or mind read, Immune to cold, Resistant to Electricity, Acid and Fire, Speaks all languages

    Norns are the fey incarnation of fate and destiny. While the future is far from set in stone, norns are some of the few beings capable of delivering even remotely accurate prophesies. Combined with this, these towering fey also posses the ability to alter the whims of fortune and can summon the threads of life of other people to snip them in half. Instinct: To observe fate

    • Can force players to reroll Defy Danger rolls
    • Divine the past, present and future. Can change shape
    • Can attempt to snip the targets life thread, resulting in death/d20/d6 damage with the Ignore Armour tag
    • Gains +5 forward when combat starts
    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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  • Ankou Solitary, Large, Stealthy, Magical, Intelligent, Planar, Evasive
    Cold Iron Claws (d10+1 damage 1 piercing) 16 HP 0 armor
    Hand, Bleeding
    Special Qualities: Blindsense, Flight

    Ankou are fey incarnations of assassination. As such, they are perfectly adapted to take down fey, their claws easily slipping through the defense of their kindred. It the world of fey, they never lack for work, for death can be meted out for any number of reasons among the capricious fey. Instinct:

    • Damage die upgrades by one step when ambushing
    • Once per day, can summon four shadow duplicates, though they only possess 3 HP each
    • Can create darkness, make itself silent and fires blasts of weakening magic
    • Gains Ignore Armour against fey
    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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  • Zomok Solitary, Gargantuan, Magical, Intelligent, Planar
    Crushing Bite (d12+7 damage 5 piercing) 24 HP 0 armor
    Reach, Forceful, Swallow Whole
    Special Qualities: Darkvision, Tremorsense, Immune to sound, Weak to fire, Flight

    Zomoks are primordial beings that live in the woods and protect them. Their mood and personality shifts with the passing of the seasons, matching the change of their home. Instinct: To protect the forest

    • Breathe a cloud of wines and rocks that deals d12/d6 damage with the Entangling tag
    • Can command plants and quench fire
    • Thrice, may teleport through a forested area, healing 6 HP as it does
    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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