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Monsters by Logan B. Howard

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  • Icedeer Group, Magical, Devious
    Bladed foot (w[2d4] damage) 6 HP 0 armor
    Close

    Icedeer look like deer you might see anywhere with one exception. They have blades instead of hooves. They skate on the perfectly smooth surfaces of frozen lakes and rivers. Icedeer, though gentle and skittish, are potentially dangerous because they are magical by nature. If they lock eyes with you, expect to be frozen in place until they look away. They are constantly turning ice into water and back into ice again. It's easy to fall through the ice or get caught in the re-freeze. Before you attempt to cast spells on them, keep in mind that magic is often repelled in their presence. Instinct: To maintain a serene environment

    • Lock eyes with someone and freeze them in place
    • Turn water to ice or ice to water
    • Push magic back on itself
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  • Manifestation of Xardraz: God of War and Bringer of Final Rest Solitary, Huge, Construct, Terrifying
    Smash (d10+7 damage) 28 HP 3 armor
    Reach, Forceful
    Special Qualities: It walks a specified route written into its skull with magical runes, A deafening voice that knocks over any who stand directly in its gaze

    The Manifestation of Xardraz is a humanoid figure made of stone that stands taller than the five story keep at Azinok. It wears a stone loincloth and sandals and its hair is tied into a braid and coiled on top of its head. Its bearded face is set into a gruesome scowl. The walking statue is thought to be the physical manifestation of the god of battle and the afterlife. It strides over the countryside on a set route through lands populated by the poorest subjects. As it travels, its head swivels from side to side shouting with a monstrous voice. At the same time an endless supply of swords, spears, crossbows and bolts spew from its mouth. It always speaks the same words. "Kill and be exalted! Breed and be condemned!" Instinct: Cause conflict and death

    • Inspire true believers to attack
    • Knock them over with a terrible voice
    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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  • Soul-abandoned Butcher Group, Organized, Intelligent, Construct
    Stab (d8+4 damage) 14 HP 2 armor
    Close, Forceful
    Special Qualities: Unnatural strength

    The Soul-abandoned Butchers rise from the Black Cauldron for one purpose only. While they will focus on the enemies of the Cauldron's owner, they cannot go long without killing. They will even kill friendly soldiers and add them to their ranks if no enemies are available. The butchers retain the appearance and some of the knowledge of the person who was dumped into the Cauldron to make them. Thin illuminated green smoke encircles their bodies and their eyes leer hungrily at foe and ally alike. Instinct: Collect bodies for the Cauldron

    • Howl and charge as a group
    • Shriek to call another butcher
    • Ignore damage in order to grasp a victim
    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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  • Squidwillows Group, Huge, Hoarder
    Drop heavy things (1d4 damage) 11 HP 3 armor
    Reach, Forceful

    Squidwillows are enormous, slippery, tree-like creatures with a long translucent trunk that is spotted with random, circular, dish-shaped eyes and topped with an exuberance of flowing, fleshy tentacles. Many of the tentacles cling to items the Squidwillows have collected previously. Anything that comes within reach, especially shiny or bright objects, runs the risk of being grasped and hoisted into the bows. Instinct: Collect shiny objects

    • Grab something interesting
    • Wrap another tentacle around the goodie
    • Drop it hard
    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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  • Brownie Group, Magical, Devious, Construct
    Trip (d4 damage) 10 HP 0 armor
    Close
    Special Qualities: Spongy chocolate body makes everyone hungry

    The Baking Witch produces Brownie copies of everyone she meets. These chocolate, cake-bodied versions will do their best to mimic the person they are a copy of. They have a surprising amount of self direction and will often over-do the impersonation. It's hard not to trip over your own Brownie as it tries to be in the same place at the same time as you. It just won't go away! Even if it is damaged, it will go running back to the Baking Witch and return repaired with icing. Even worse, it'll have an even more extreme copy of itself in tow! Instinct: Do what the original does even better

    • Get in the way
    • Share something personal about itself that may, or may not be true of the PC
    • Embarrass them by emphasizing awkward traits
    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 Baking Witch Solitary, Large, Magical, Devious, Intelligent, Planar
    Rolling Pin (w[2d10] damage) 20 HP 1 armor
    Ignores Armor

    The Baking Witch is in constant motion! She is a towering form dressed in a flour-dusted black dress with a flower-covered apron. What does her face look like? She can't explain why but she knows that, once, long ago, she was something else and didn't care about baking. That's in the past now and she can't stop! She wants, she NEEDS, to cover fairyland with her wondrous baked goods. Especially her signature Brownie copies of each personality she comes across. Instinct: Make more Brownies

    • Cover them in butter
    • Create a tornado of flour and sugar
    • Produce a brownie copy of a PC
    • Turn into jello, bread, mash, chocolate, cream, or eggs of any kind
    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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  • Fungoyles Group, Small, Stealthy
    Stone hands (w[2d6] damage) 6 HP 2 armor
    Close

    Fungoyles are mushroom-shaped creatures with hard, stone-like flesh. They have spindly enoki arms and hands and porous morel legs and feet. They will help newcomers by leading them through the caverns but only as long as the visitors play along with their games. Each Fungoyle will initiate a different children's playground staple and they will occasionally circle around a visitor with the expectation of learning a new game from them. Instinct: Play!

    • Start a new game
    • Circle around a PC and wait expectantly
    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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  • Purple Land Lure Solitary, Stealthy, Intelligent, Hoarder
    Bite (b[2d10+2] damage, messy) 12 HP 1 armor
    Close, Near
    Special Qualities: Excellent judge of capacity

    The Purple Land Lure is a highly adapted predator. Although few people have ever seen one without a disguise, it is described as being short, bulky and toothy. Victims are often not aware when the the creature has initiated an engagement with them. It deliberately selects targets based on its judgement of their ability to discern the situation. For that reason, it often looks for young, impaired or simple minded prey. It will wait and watch for potential prey and devise a strategy. Purple Land Lures keep a variety of props and costumes including puppets, valuable trinkets, cups that might be mistaken for misplaced beverages, and flyers promising services not asked for in public places. Once the creature draws the victim to within a few paces of itself, it will strike with a very strong and sticky tongue. It can easily chew off anything it can pull into its mouth. Instinct: Feed on the easily fooled

    • Wrap them in a long sticky tongue
    • Offer something they want, take a part of them
    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 King of Cheapside Solitary, Stealthy, Intelligent, Hoarder
    Rapier (b[2d10+2] damage 2 piercing) 12 HP 4 armor
    Close

    The King of Cheapside is a were-rat with three heads that is tall enough to loom menacingly over most humans. He is also the undisputed ruler of all criminal activities in the city and may pull strings in the royal court as well. He doesn't let enemies engage him directly, relying on his rat-ogre bodyguards for protection. If he he does have to fight, he's quite skilled with his rapier and will fight dirty as opportunities allow. He wears a mail shirt under his doublet and always carries smoke bombs in case he needs to escape. Instinct: Control the world from from the bowels of the ghetto

    • Disarm them with a swipe of his tale
    • Smash open a flask of choking gas
    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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  • Children of Hwaki'kiah Horde, Small, Organized, Intelligent, Hoarder
    Dirk (d4 damage 1 piercing) 3 HP 0 armor
    Close
    Special Qualities: Wings

    The Children of Hwaki'kiah appear to be a mash-up of human and seagull traits. They have heads like gulls but a roughly humanoid shape with long feathered arms that they tend to hide under loose cloaks. Their arms still function as wings for gliding or slowing a fall. They never wear shoes but their webbed, yellow feet are coarse and tough. They are almost as tall as humans but hunch in a way that makes them seem much smaller. The Children have a very flexible sense of group loyalty. They are always on the look-out for small, valuable goods and will produce nasty rust-covered dirks to get the owner to relinquish them. If they are not immediately successful, they'll call a larger group. These flocks will materialize rapidly and grow to fifteen or more assailants. Once the object is obtained, they will often forget the victim entirely and start fighting over who gets it. Instinct: Fight over trifles

    • Block all avenues of escape
    • Draw attention from more of the children
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