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Monsters by ArachCobra

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  • Azer Horde, Planar
    Heated Hammer (d6+2 damage) 3 HP 2 armor
    Close, Fire Elemental
    Special Qualities: Immune to Fire, Weak to Cold

    Azers are a hardworking people from the elemental planes, heavily connected to fire. They are a people that do not mind to toil and prefer to keep their head down and wait things out rather than rocking the boat. That being said, when the occasion calls for it they can be extremely fierce in the defense of what they care for. Instinct: Uphold order

    • Forge equipment
    • Can channel heat into their weapon
    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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  • Lesser Brass Golem Solitary, Large, Construct
    Brass Blade (d10+1 damage 1 piercing) 20 HP 3 armor
    Special Qualities: Immune to Fire, Immune to non-cold magic and disarming, Construct, Weak to cold

    Lesser brass golems are weaker versions of the brass golem, either made due to a lack of resources or because the large size of the brass golem would be inconvenient. Instinct: To serve its creator

    • Spit fire for D6 damage, Fire Elemental, Ignore Armour
    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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  • Djinni Group, Large, Intelligent, Planar
    Storm Slam (d8+1 damage 1 piercing) 10 HP 0 armor
    Special Qualities: Advantage against flying creatures, Flying, Immune to Electricity

    Djinns are the genies of air. Their demeanor can best be described as attentive flightiness. This gives them a reputation of being easily distracted, but those who think they can pull a fast one on these windy spirits are in for a surprise. Instinct: To experience

    • Grant wishes
    • Cast minor magic
    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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  • Dire Weasel Group, Large, Devious
    Latching bite (d6+1 damage 2 piercing) 10 HP 0 armor
    Special Qualities: Berserker

    Dire weasels are fearless predators with a species wide tendency to completely lose their fudge and go nuts Instinct: To feed

    • Bite onto things
    • Rips open gushing wounds, causing the sickened debility
    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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  • Steam Mephit Horde, Small, Intelligent, Planar
    Scalding Claw (d6 damage) 3 HP 0 armor
    Close
    Special Qualities: Heals in boiling water

    Steam mephits live in areas where the elements of fire and water meet. They draw on the power of both, striking enemies with scalding sprays. As a species, they tend towards being very brash. Instinct: To prove themselves

    • Breathe a spray of scalding water, causing D4 damage with the Fire Elemental tag and -1 forward on a 6-
    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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  • Abominable Snowman Solitary, Stealthy, Devious, Amorphous
    Chilling Punch (d8 damage 1 piercing) 23 HP 2 armor
    Close
    Special Qualities: Immune to Cold, Weak to Fire

    Abominable snowmen are frost and snow brought to life through stolen or misplaced life energy. They are rarely intentional creation and seek to perpetuate themselves by stealing more life energy from living beings. Creatures of cold, they lose a point of amour and the ability to shape-shift in any temperature above freezing. Instinct: To drain life

    • Take on the shape of a snow flurry
    • Rearrange itself into a facsimile of a person
    • Drains warms, causing the scarred debility
    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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  • Frost Wolf Group, Large, Magical
    Chilly Bite (d8+1 damage 1 piercing) 10 HP 0 armor
    Special Qualities: Moves easily through snow

    Frost wolves are a cousin species of the winter wolves, but unlike their cousins, frost wolves are non-sapient. They do still retain a link to the winter magic that their cousins are know for, freezing prey dead in their tracks. Instinct: To eat

    • Track prey in arctic enviroments
    • Breathe a swath of frost that deals D4 damage with the Cold Elemental and Ignore Armour tags. On a 6-, the target gets -1 forward.
    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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  • Carniflutterer Horde, Large, Devious
    Mandibles (d4+1 damage 2 piercing) 7 HP 3 armor
    Special Qualities: Flight, Releases toxic cloud upon death

    Carniflutterers are giant, flesh eating relatives of butterflies. While still beautiful, they are also a menace and when hungry attack both farm animals and travellers. Instinct: To eat

    • Emit a mindnumbing whine, causing the next attack to target somebody at random
    • Injects paralyzing venom
    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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  • Lesser Stone Golem Solitary, Construct
    Rock Fist (d10 damage) 16 HP 2 armor
    Close
    Special Qualities: Resistant to Cold, Fire and Electricity, Ignores invisibility,

    Budget stone golems created by those without the means or patience to create the more powerful variants. Instinct: To serve its creator

    • Smash flat
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  • Imentesh Group, Large, Intelligent, Planar, Amorphous
    Chaotic Combo (b[2d8] damage 2 piercing) 13 HP 3 armor
    Special Qualities: Immune to acid and transformation, Resistant to Electricity and Sound, Flight

    Imentesh are one of the more common proteans for other people to engage with, as they are much more talkative and friendly. Still, they are beings of entropy and chaos, and any facade of normality is exactly that. When they hit a target with their chaos wave, roll a D20 for effect: 1 = Weakness 2 = Shaky 3 = Sickly 4 = Stunned 5 = Confused 6 = Scarred 7 = Two debilities of their choice 8 = Blinded 9 = Strike s next target at random 10 = Tied up 11 = -1 ongoing 12 = -1 forward 13 = -2 forward 14 = -3 forward 15 = -4 forward 16 = Heal 6 health 17 = Loses a debility 18 = Petrification 19 = Transform into random being 20 = D6 damage with a random type Instinct: To spread chaos

    • Blast a wave of chaos at the enemy
    • Understand all languages
    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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