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Monsters by Owen Kerr

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  • Dog Pack Horde, Small, Stealthy, Organized
    bite (d6 damage) 3 HP 0 armor
    Close

    Instinct:

    • dogpack
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  • Render Group, Organized, Intelligent
    Longspear (b[2d8+4] damage) 6 HP 2 armor
    Close, Forceful

    Instinct: To rend

    • Goes berserk
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  • Norker Horde, Small, Organized, Intelligent, Cautious, Hoarder
    (d6+2 damage) 3 HP 4 armor
    Close

    Instinct:

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  • Wolves Group, Small, Organized
    Bite (d8+2 damage) 10 HP 1 armor
    Close
    Special Qualities: Track by Scent

    You know... wolves Instinct: To hunt and scavenge

    • Follow prey for miles and miles
    • Wolfpack
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  • Elvish Lightsinger Solitary, Magical, Organized, Intelligent
    Hands of Power (w[2d10] damage) 16 HP 6 armor
    Close, Reach, Ignores Armor, Near, Far

    When the Children of the Deep Woods found the creature, they knew it to be a fallen lord of Creation. They nursed it back to health with song and what few magics they had left, and, eventually, their prayers. Grateful beyond measure, this Lord of Light protects its servants like a she-bear with one cub. The Lightsinger petitions; the Lord provides. Instinct: to walk in the Light

    • Blind with a flash of primal light
    • Channel the Light into a magical effect
    • Summon the others with a thought
    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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  • Bog Goblin Horde, Small, Stealthy, Organized, Intelligent
    Javelins and Spears (d6 damage 1 piercing) 3 HP 0 armor
    Close, Reach, Far

    A goblin from the bogs. Instinct: To drive interlopers out of the swamp

    • Strike from ambush
    • Shoot a poisoned dart
    • Blow the swamp whistle for aid
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  • Bullywug Group, Organized, Intelligent, Cautious, Hoarder
    Clubs, spears, javelins (d8 damage) 6 HP 2 armor
    Close, Far
    Special Qualities: Amphibious

    The frog-people known as bullywugs have been known in the past to make and keep alliances with the lizard-folk and locathah. Their priests worship a mighty amphibian whose eggs spawn worlds. Instinct: To expand territory

    • Attack with grappling tongue
    • Croak a warning
    • Retreat and reinforce
    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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  • Mastermind Brother Horde, Organized, Intelligent, Artificial
    Fists or weapons (d6 damage) 4 HP 0 armor (1 armor with gear)
    Close, Near
    Special Qualities: Swim and breathe water, Above-Average Endurance and Resistance to Pain

    The Mastermind Brotherhood is a spawned collection of identical humanoids. They serve the Mastermind Beast as guardians and spies. Birthed by the Beast after it has gathered genetic information on a sentient creature, a Mastermind Brother is almost indistinguishable from it's genetic parent. Though originally ignorant of local (or species) customs, the more information that the Brotherhood gathers about a group or territory, the more like real people they appear. They share a telepathic bond with their Beast-mother and with each other, though information does not pass between them instantaneously. Instinct: to gather information

    • Defend the Beast
    • Call its Brethren
    • Drag someone away
    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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  • Mastermind Swarm Horde, Tiny, Organized
    Bite (d6 damage 1 piercing) 3 HP 0 armor
    Hand
    Special Qualities: Swim and breathe water

    These vicious little bastards are fanged tadpoles the size of a fist. They swarm creatures in water, biting off chunks -- some to eat, some to return to their brood mother, the Mastermind Beast. Genetic material they gather can be used to create hybrid creatures. If wounded, they release alarm chemicals into the water that quickly spread, alerting even more of the tiny horrors. Avoid the water. Instinct: to nip off a piece to return to the Mastermind

    • Bite, bite, bite
    • Wounds release alarm chemicals
    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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  • Mastermind Beast Solitary, Large, Stealthy, Magical, Devious, Intelligent, Planar, Terrifying
    Armored Pseudopod (d10 damage) 16 HP 2 armor
    Reach, Near
    Special Qualities: Swim and breathe water

    This creature is From Beyond, sent to this plane of existence as a harbinger of the coming of the Gods Before Time. Semi-aquatic, it spawns thousands of fist-sized biting tadpole-horrors, which swarm the surrounding waterways. They retrieve parts of unlucky creatures and return them for genetic assimilation. The Beast can then give birth to seemingly-normal versions of the absorbed creatures. If the victim was an intelligent being, then the Beast forms pale likenesses and sends them out to get information and new genetic material. The Beast appears as a mound of armored flesh, with multiple pseudopods, eyes, and mouths. Instinct: to expand its influence

    • Command its minions to attack
    • Misdirect with the Brotherhood minions
    • Telepathic control at great distance
    • Exert its vast, alien intelligence
    • Stun an opponent with visions of madness
    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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