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Trazer's Up-voted Monsters

  • Naur-Leucadûr, Two-Headed Dragon Unique, Huge, Magical, Intelligent, Terrifying, Planar
    Bite (b[2d12]+5 damage, 4 piercing) 20 HP 6 armor
    Reach, Near
    Special Qualities: Infernal blood, Wings, Multi-tasking

    The greatest and most terrible things this world will ever have to offer: this singular horror is in service to Valac, Great President of Hell. Instinct: To act on His Awful Pleasure

    • Belch forth hellfire
    • Demand obedience
    • Act with studied violence
    • Perform two Moves at once
    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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  • Heartwood Guardian Group, Magical, Defensive, Construct
    Leaf-Bladed Spear (d6+1 damage) 12 HP 3 armor
    Close, Reach
    Special Qualities: Enchanted wooden construction, Integral weapons and shield

    When the Elvish forebears, called the Ancients, chose to protect a location of significance, they shaped the guardians from the heartwood of oak and ash, ebony and purple heart. These they steeped in eldritch energies, giving them a semblance of life. A semblance only -- heartwood guardians have no need to eat, drink, or rest. They wait in eternal vigilance, in forgotten groves and hidden tombs, standing silent watch over that which lies unquiet. Instinct: To protect its charge

    • Trap a blade in lacquered wood
    • Disarm an enemy and drive them back
    • Act in uncanny unison
    • Block an attack against another guardian
    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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  • Crystalline Elder Solitary, Magical, Intelligent
    Diamond blade (d12 damage 1 piercing) 23 HP 4 armor
    Close
    Special Qualities: Regenerates, Immunity: Poison, Sleep, Lack of Air, Drowning

    The Ancients knew of the Crystalline, a race sprung full-grown from their semi-divine heartgems. They nurtured any of the earth-children that they found, answering their endless questions and allowing them to drink deeply of the accumulated knowledge of their ageless experiences. Some of the Crystalline went mad, hearts burst with too much knowledge. Others honed their minds on the whetstone of wisdom, and thereby grew introspective. These immortal sages retreated from the world, and now spend their ceaseless existence pondering the nature of reality. At times, they are tasked with guarding an artifact of the Ancients. Though they have become creatures of the purest thought, their bodies remain supple and quick. Instinct: To serve the Greater Good

    • Cast a Wizard spell
    • Fling a hail of crystal shards (d10 damage)
    • Transfix a listener with a mind-shattering question
    • Share the answer to a mystery
    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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  • The Puppets Group, Terrifying
    Tools, farming implements, hands (d8 damage) 10 HP 1 armor
    Close
    Special Qualities: unnatural in appearance, face is a mask of horror

    These poor humans appear to be be suspended from none existent strings and animated by some fell magic; they wait in the same position for commands Instinct: Follow mistress's commands

    • Hang in place until there mistress begins to pull the string
    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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  • The Thing Under The Bed Group, Stealthy, Terrifying
    Super long claws (d8+2 damage) 6 HP 1 armor
    Close
    Special Qualities: Scary

    A monster for a villiage. Basically for my adventure, The Count's Daughter. Instinct: to scare

    • Scare little kids
    • scare everybody!
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  • Crystalline Polymorph Solitary, Stealthy, Intelligent
    Needlelike spikes (d10 damage 2 piercing) 12 HP 2 armor
    Hand, Close, Reach
    Special Qualities: Drain blood to gain power and memories

    Seeking to find itself by finding others, this creature masters language and knowledge not by learning - but by absorbing the memories of those whose blood it drains. A solitary hunter, it cannot stand other members of its own specie - most of the time. When it does not possess a shape that it can use to its advantage it will blend into its surroundings to better hunt. It needs to feed to live, but if a place seems 'dry' it can fall into a torpor for years until prey comes along. Instinct: To replace

    • Change its shape
    • Active camouflage
    • Mimic voices
    • Use the powers of those it has drained
    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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  • Marble Philosopher Group, Construct, Intelligent
    Stone Paws (d8+2 damage) 10 HP 3 armor
    Close, Forceful
    Special Qualities: Book Finder

    A sphinx-like statue, slightly larger than a man. They normally sit immobile, guarding the halls of their respective collections: History, Mathematics, Philosophy, & Rhetoric. If they sense the theft of any books from their collections, they will leap into action, attacking the thief with powerful blows aimed to destroy him without harming anything that he carries. All of the philosophers will pursue a book thief from any of the collections, but they will not range far from their halls in the pursuit. They will forever remember a stolen tome and the thief that took it. They have heard many of the discussions within the Library, and have a great store of knowledge. Though normally silent and impassive, they can be drawn out by someone with a particularly intriguing postulate - a simple question will be ignored. Instinct: Keep and guard the library forever

    • Sense a stolen book
    • Leap with more speed and grace than it should
    • Wax philosophical
    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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  • The Green Knight Solitary, Intelligent, Fey
    Headsman's Axe (d10+2 damage) 16 HP 5 armor
    Close
    Special Qualities: Armor resists magic

    Instinct: To prove his superior might

    • Challenge an overconfident mortal to a contest of enduring blows
    • Reattach a missing limb while laughing heartily
    • Honor those who can best him
    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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