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Monsters by Kevin Weiser

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  • Heyweir Solitary, Tiny, Magical, Divine, Intelligent, Cautious, Hoarder, Planar, Amorphous
    Mastery of lightning literal and figurative. (b[2d10] damage 1 piercing) 21 HP 5 armor
    Hand, Ignores Armor, Far
    Special Qualities: Storm Sphere. Flying., Bowling ball sized.

    Instinct: To get the first Wish before Judgement.

    • Soul-consuming energy being and Cosmomancer.
    • Cosmomancy of the highest order.
    • Seeker abilities. Damn near omniscient.
    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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  • MechaKnight Solitary, Large, Magical, Intelligent, Cautious, Construct, Amorphous
    Warhammer: Order. (b[2d10+4] damage) 23 HP 8 armor
    Forceful
    Special Qualities: construct, Direct mental access to whoever is controlling it.

    A 12 foot clockwork knight with Aetheryte plate armor and a massive Warhammer called Order. Instinct: To bring order.

    • A 12 foot tall Mechanical Knight that may be controlled telepathically by the possessor of the Key f Law.
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  • Airship Solitary, Huge, Devious, Construct, Amorphous
    Ramming speed! (d6+3 damage) 27 HP 1 armor
    Reach, Ignores Armor
    Special Qualities: Good manuverability, 6 people comfortably.

    No, the Captain is not named "Cid." Instinct: To not be a complete dissapointment to the people that paid tons of money for it.

    • Flies. No weapons. Fueled by blocks of flying island.
    • Can traverse a zone in two weeks, a Borderland in 3 days.
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  • Intestinal Serpent Horde, Huge, Devious, Hoarder, Terrifying, Amorphous
    Bite (d4+3 damage 1 piercing) 14 HP 2 armor
    Reach, Far
    Special Qualities: Flexible and fast. , It's a giant cavern of snakelike Barnacles from Half-Life. Except the terrifying mouth is on the end of the tongue.

    The intestinal serpents will attempt to taste and then tear apart the airship. HP zero means it gives up and lets you pass. Instinct: To sample, categorize, and dismantle.

    • Sorts and organizes the debris of the Conversion Wyrm. Blind, it tastes the air and landscape to identify what the Wyrm had eaten, grabbing them with it's huge mouth, and moving them around the Digestion Cavity.
    • Pool drop. Picks something up to cow sized up, and drops it in a pit of acid.
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  • Penelopy, Mistress of Coin Solitary, Organized, Intelligent
    Aetheryte Daggerscale vest (b[2d10] damage 2 piercing) 12 HP 4 armor
    Close, Near

    The Mistress of Coin handles all of Lyrandar's accounts, maintains the vault, and supervises the Aetheryte Mining of The Spire. She is secret lovers with Syrian Lyrandar, recently deceased Skymaster of Lyrandar. Instinct: To swear bloody vengance and bring about the full fury of a House Lyrander, arisen from the ashes like a mighty Phoenix!

    • Next in line to the Skymaster Chair, and recent witness to the murder of her lover.
    • Supreme command of the remaining Lyrandar forces.
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  • Sharlax, The Sleeper Solitary, Huge, Divine, Magical, Cautious, Planar, Terrifying
    Claws, tentacles. (b[2d12+9] damage 2 piercing) 26 HP 4 armor
    Reach, Forceful, Near, Far
    Special Qualities: To look upon it is to gaze upon the horror of a world beyond mortal cares.

    A mass that sometimes takes humanoid form, a ever shifting writhing horror of wings, tentacles, teeth, and eyes. Instinct: To bring about destruction

    • It sleeps...until that horrible day when it awakens.
    • Mastery of water.
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  • Locathah Group, Organized, Intelligent, Cautious, Hoarder
    Crossbows and Longspears (b[2d8] damage 2 piercing) 6 HP 3 armor
    Close, Reach, Near
    Special Qualities: Water breathing. Great swimmers

    Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs. Instinct: Worship Sharlax. Await for his awakening.

    • Ambush trespassers.
    • GURRRRRRRGLE!
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  • Cephalid Horde, Small, Organized, Intelligent, Planar, Terrifying
    Water Jets (d6 damage) 3 HP 1 armor
    Close, Ignores Armor, Far
    Special Qualities: Hive Mind, Aquatic, A octopus with an eyeball at the center, and eyeballs at the tops of each tentacle.

    Instinct: Their true motivations are inexplicable.

    • Inhuman shepherds of Sharlax, the Slumbering Lord
    • The keening wail.
    • It knows the secrets of awakening Sharlax.
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  • Spore Bearer Group, Small, Devious
    Mandibles & Probiscus, Venom Sac (w[2d4] damage) 6 HP 0 armor
    Close, Near

    Instinct: To protect and nurture the spore nodules. To burst a nodule and then die.

    • Grows and nourishes Squamous Hoard spore nodules. Eventually the nodules rupture, releasing clouds of demonic spores into the air.
    • When you breath in Demonic Spores, roll + CON. On a 10+ you shake it off no problem. On a 7-9 you shake it off, but are left weakened. Take -1 ongoing for future rolls vs Demonic Spore. On a 6-, take +1 infection. I don't quite know what that means just yet.
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  • Barrog, the Squamous Balor Solitary, Huge, Magical, Intelligent, Cautious, Terrifying
    The Inferno Flail (b[2d10+7] damage) 24 HP 5 armor
    Reach, Forceful, Near
    Special Qualities: covered in rotting scales beneath which embers of flame can be seen. Smoke coils about it, making its shape indistinct and amorphous, while simultaneously huge and terrifying.

    Instinct: Barrog has one goal: to open the spore modules within the Portarium, spreading the seed of the Squamous Hord to all of Mobius World

    • As the Hoard encroached ever deeper into the Abyss, even the mighty Balor were consumed. Now this beast leads the charge into the Portarium.
    • Master of smoke and fire. Able to controll lesser Hoardlings telepathically.
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