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Monsters by ArachCobra

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  • Flind Pyroblaster Solitary, Magical, Intelligent, Evasive
    Swath of Fire (d10+2 damage) 15 HP 1 armor
    Close, Ignores Armor, Near

    Flind sorcerers often develop a nack for fire and in combat, serve as walking, chuckling flamethrowers to flush out enemies and reduce them to charcoal. Even other flinds find them a tad bit unnerving at times. Unlike many other combat mages, they do not focus on creating defensive shields to protect themselves, instead participating in actual combat training to improve their reflexes. Instinct: To lead the tribe

    • Laugh maniacally
    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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  • Death Worm Solitary, Large, Stealthy, Devious
    Consuming maw (d8+2 damage) 16 HP 1 armor
    Forceful
    Special Qualities: Immune to Electricity, Acid and Poison, Acidic Blood, Burrows

    Death worms are desert dwelling relatives of the purple worm. They dig through the dunes, devouring herds of camels and other similar sized creatures, fending of more dangerous creatures with their breath weapons. Instinct: To eat

    • Breathes lightning or acid for D6/D4 damage, Electrical/Acid Elemental, Ignore Armou
    • Hides in sand and rock
    • Spreads a sickening venom through its bite and skin
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  • Crocodile Horde, Large
    Jaws (d6+2 damage) 7 HP 2 armor
    Special Qualities: Can hold its breath for a long time, Amphibious

    Scaly ambush predator that favors water. Instinct: To eat

    • Drown prey
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  • Rat Swarm Horde, Tiny, Devious, Swarm
    Swarm of Bites (d4-2 damage) 3 HP 0 armor
    Hand, Ignores Armor

    A large number of rats that have gathered together for mutual protection and rampaging. Instinct: To eat

    • Infest buildings
    • Spread diseases that cause sick and shaky
    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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  • Hellknight Solitary, Intelligent, Planar
    Zweihander (b[2d10+4] damage) 16 HP 3 armor
    Close, Forceful, Reach
    Special Qualities: Can detect magic

    Graveknights who desire to live again occasionally entreat Hell for help. By injecting the armour that the grave knight is bound to with demonic protoplasm, the graveknight is given a powerful body, allowing it to somewhat live again. One weakness of this method, however, is that the hellknight has to reform in Hell if killed, which makes it harder for them to come back into play quickly. Instinct: To champion hell

    • Exhale a clouds that causes the Weak debility
    • See the invisible
    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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  • Maniacreep Swarm Horde, Tiny, Intelligent, Planar, Swarm
    Gnawing Maw (d8-6 damage) 3 HP 2 armor
    Hand, Ignores Armor
    Special Qualities: Immune to Electricity and Poison, Resistant to Acid, Cold and Fire

    Maniacreeps a small, bizzare lizards from Hell. While intelligent, they seem to express said intelligence in a rather demented way, hunting for hosts they can posess and ride around, usually while hollering and screaming for the sheer fun of it. Instinct: To direct a host

    • Makes noises. Lots and lots of really annoying noises.
    • Burrow into and hijack a living being
    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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  • Fallen Angel Solitary, Stealthy, Divine, Intelligent, Planar, Amorphous
    Soul Cutting Wing (d10+2 damage) 17 HP 4 armor
    Close, Ignores Armor
    Special Qualities: Immune to Mental Manipulation, Acid, Electricity and Fire, Resistant to Cold

    When angels commit to great a crime to be accepted, their connection to the divine is cut and they are cast out. Such angels keeps some spark of the divinity they once had, but not enough to sustain their form, causing them to fade into ghostly, broken things. Those who endeavor to thrive do so by taking control of mortals, especially holy people, and through them parasitise the divine energy they've been denied. Instinct: To destroy that which is sacred

    • Learn about the target with a touch
    • Can turn invisible at will
    • Possess mortals
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  • Paladin Templar Solitary, Divine, Intelligent, Cautious
    Holy weapon (b[2d10+2] damage) 14 HP 6 armor
    Close

    The most powerful paladins becomes battle-hardened saints, admired by all who follow their deity and their ideology. Like all paladins, their damage die upgrades by one step against enemies of the faith. Instinct: To champion its deity

    • Call upon divine might
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  • Paladin Crusader Group, Divine, Intelligent, Cautious
    Holy Weapon (b[2d8+2] damage) 8 HP 4 armor
    Close

    Crusaders are active frontline fighters, expected to go into the world and fight the good fight, however that is defined. As such, they are seasoned warriors and skilled with their weapons. Instinct: To champion its deity

    • Call upon divine might
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  • Paladin Squire Horde, Divine, Intelligent, Cautious
    Holy Weapon (d6+2 damage) 5 HP 4 armor
    Close

    Paladin squires have just recently been admitted into the circles of paladins and invested with a measure of power. Decked out in heavy amour, they are hard to break. Their damage die upgrades by one step against enemies of the faith. Instinct: To champions its deity

    • Call upon divine might
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