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Monsters by TheMunkis

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  • Great Spider – Hunter Seeker Group, Stealthy, Devious, Organized, Intelligent, Cautious
    Toxic fangs (b[2d6+2] damage 1 piercing) 6 HP 3 armor
    Close

    When the Handmaidens make their call and it's high season to gather mates, the Hunter Seekers spread across the land. Wherever the other Greats may hide, the Hunter Seekers will find them, will bind them, and will drag their limp bodies back to their Queen Mother. Only the greatest hunters can compare to the unbridled skill of the Hunter Seekers, and even then only because their numbers often leave to join the Undernest. Instinct: To catch their mark

    • Catch its prey at a moment of weakness
    • Blend into their surroundings
    • Paralyze prey with toxin
    • Reveal the other hunters
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  • Great Spider – Handmaiden Solitary, Large, Stealthy, Organized, Intelligent
    Fangs and legs (b[2d10+2] damage) 20 HP 3 armor
    Reach

    Serving the Queen Mother of the Undernest are the imposing Handmaidens. Akin to priestesses among their kind, they cull captured spiders from the surface, deciding who are deserving of nothing more than a painful death, and which ones can serve as mates before their execution. Instinct: Bring mates for the Queen-Mother

    • Cull out the unworthy
    • Retreat with captured victims
    • Call forth all of their servants
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  • Sky Snappers Horde, Small
    Crushing Teeth (d6 damage) 3 HP 1 armor
    Close
    Special Qualities: Aquatic, Wings

    Like the gulls dive into the water to catch their fish, so dives the Sky Snappers into the air to catch their prey. Small winged sea-beasts with wings and fins to let them traverse sea or sky as they choose. You laugh? You think this is a joke? We'll see who's laughing when your crew is assaulted by a school of hungry sea lions all diving at you like gulls going for the last bite of your sandwhich. Instinct: Catch weak prey

    • Dive out of the sea
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  • Merfolk Group, Stealthy, Magical, Organized, Intelligent
    Clawed grasp (d6 damage) 6 HP 0 armor
    Close
    Special Qualities: Aquatic

    All have heard tales of the sirens of the seas. They lure sailors to their death, pulling them beneath the surface before their peers can even tell what is happening. Some see this as misfortune, a tragic coincidence that befell them. I'll tell you, it's not. The merfolk are devious and calculating, they hunt in groups and pull us land-dwellers down into the depths, never to return. Why do they hunt us? For food? For sport? Or do they have a darker purpose in mind? Instinct: Devour land-dwellers

    • Pull into the depths
    • Allure and tempt
    • Fool the senses
    • Take the place of retreating kin
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  • Breathless Guard Group, Organized, Intelligent, Planar, Terrifying
    Black Steel Halberds (b[2d8] damage) 10 HP 5 armor
    Close, Reach, Ignores Armor
    Special Qualities: Shadowy form, Featureless face

    Even Death is not alone. With all the souls to have ever died under her watch, it is inevitable that some would choose to serve rather than suffer. Her servants keep the peace and crush the will of wayward souls still to spirited to bend knee to their Empress. Cloaked in an armor of darkness and wielding Halberds to cleave through the souls of even the living, these faceless and breathless soldiers are a force to be feared. Instinct: To quell the dead

    • Purge what doesn't belong
    • Call the dead to action
    • Bend the will of Unclaimed Souls
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  • Solomon, flame of Eons Solitary, Medium, Magical, Terrifying
    Blades of flame (d10 damage)
    Hand, Reach, Ignores Armor, Near
    Special Qualities: Blessing of the outer beings

    A long time ago there was a Man. This Man fought many battles, and brought back much treasure, but that was never of value to Him. He fought only for power, and no amount of blood spilled or gold taken could sate that lust. Every time He was faced with an obstacle He could not overcome, he turned to the skies and parleyed with whoever would listen. There was nothing He wouldn't sacrifice for more power. Years passed and the sacrifices grew greater and ever greater. A final challenge stood in His path, but there was nothing left for Him to lose. So he made a pact with the one being who would still listen, and sacrificed Himself so that the world would burn. He is long gone now, yet all of that power is still sealed within the body He left behind, animated by a threat far beyond our reality. Instinct: To burn

    • Spawn a fiend from opened wounds
    • Make a sacrifice for appropriate power
    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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  • Gobogeg, the twice invoked Solitary, Huge, Magical, Divine, Amorphous, Planar
    Special Qualities: Ever rising

    The twice invoked pillar of the stars, with a single hollow eye to stare down the pests that try to tether it. This world is its egg, and all will crumble so it can return to its home outside the cosmos. Instinct: To rise

    • Open the way for the worthy
    • Tear up the world below
    • Rise towards the stars
    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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  • Mordigar, the Great Red Solitary, Huge, Intelligent, Hoarder, Terrifying, Cautious, Magical
    Rending Claws (b[2d12+5] damage 2 piercing) 20 HP 4 armor
    Reach, Forceful, Near, Far
    Special Qualities: Thick scales

    You don't see many dragons around these days. What's worse, those that are still around are all mature and horrifying, capable of raising cities on their lonesome. Among these dragons stands out the legend of Mordigar. The Great Red who toppled a kingdom in a day. They say he swooped down from above, intrigued by the great walls they built to keep foes out, and that in the end kept them all contained. With two passes, the capitol was in ruins. Once more and the castle too had been crushed. Once the royalty had made their way out to parley, Mordigars apetite had grown. He swallowed all but the king in a single gulp, and then leaned in close. "This land is mine, and you shall help me rule it." With no choice but to obey, the former king returned to his palace, and has since lived a life of servitude to the new lord of the land. Instinct: To rule

    • Bring forth fiery destruction
    • Conquer with ease
    • Return a slight on his name
    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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  • Siege Boar Solitary, Large, Intelligent, Construct
    Goring tusks (b[2d10+4] damage 1 piercing) 20 HP 1 armor
    Forceful
    Special Qualities: Obeying the whip, Mind cannibal

    During the dark days of the five crest war, one of the kingdoms brought out a terrible new weapon. A massive boar, that learns from each foe it consumes. It has an arsenal of blades growing from it's back, so the army never goes without weapons. The skull of the beast is so thick that battering rams have lost their purpose. But the worst quality of this alchemical beast is its absolute loyalty to whoever carries the whip. No matter how dire the situation, the beast will never falter, and never turn back. Bring one of these into battle and they'll win you the war. Now, what will be your first bid on this mighty weapon? Instinct: Wage War

    • Shoot out growing blades from its back
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  • The Deceiver Solitary, Huge, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar
    Piercing tongue (d8+3 damage 1 piercing) 22 HP 1 armor
    Reach

    Many a beast are locked up in these dungeons. Some are kept for later use, because they can serve us well. Some are kept for what they know, because we may one day need it. Some are kept for what they've done, so they can serve their sentence. But there is only one cell within these walls that will never be opened. If the beast within is ever let out, it may never be contained again. There is no mind that can outwit it, no will that can best it, and then what good is all your might? We pray its captivity is the first thing we've done that it did not account for. Instinct: To scheme.

    • Use riches as bait.
    • Bend a mind to it's will.
    • Reveal its trap to turn the tides
    • Make them keep distance.
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