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Esoteric's Up-voted Monsters

  • Clockwork Templar Group, Divine
    Favored weapon of its god (d8+4 damage) 6 HP 3 armor
    Close, Forceful
    Special Qualities: Night vision, Tightly wound

    Created by learned and cunning artisans of the church, these machinations stand vigilant night and day, observing all with unseeing eyes. Instinct: To guard holy grounds

    • Meticulously coordinate attack
    • Explode upon death
    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 in the Well Solitary, Large, Stealthy
    Dark Tentacles (w[2d12] damage) 16 HP 1 armor
    Reach, Near

    "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour

    • Politely collect tribute
    • Leverage townspeople through secrets
    • Purify water
    • Hide in darkened waters
    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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  • Wreck Haunt Horde, Magical, Stealthy, Organized, Hoarder
    Cyclone of ship debris (d6+2 damage) 6 HP 5 armor
    Close, Reach

    Whether the damned soul of the ship's Captain, or a wandering spirit of ill intent, a wreck haunt is a wispish being that has laid claim to a sunken wreck, all its treasures, and the bodies of those foolish or unlucky enough to go down with the ship. Instinct: To protect its domain

    • Trap and ambush intruders
    • Jump into minions as shields
    • Call forth the undead crew
    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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  • Wandering Jack Solitary, Stealthy, Terrifying
    Longsword (b[2d10+2] damage 1 piercing) 20 HP 3 armor
    Close, Forceful
    Special Qualities: Aura of death

    The story of Wandering Jack is one known in every village and told by every bard in ballad and tale. Listen: Jack is a highwaymen, and a man of poor morals and poorer hygiene. Marian is the daughter of the Barron, and the most beautiful maiden in all the land. They meet on a dark and stormy road, and it is love at first sight. Jack is a changed man, renouncing his wicked ways in devotion to his love. Eighty stanzas later Jack is caught, tried, and hung in the Barron's court. Marian is distraught. The power of pure love brings Jack back from the grave to be reunited with his dearest. Marian, unknowing, kills herself out of anguish. Jack becomes a twisted, dark creature that haunts the roadways and forest paths, roaming far and wide in search of something he can never have again. The End. Instinct: To search for love

    • Locate things secret or hidden
    • Attack from shadows
    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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  • Sewer Monkey Horde, Small, Devious
    Tooth and Claw (d8 damage) 3 HP 0 armor
    Close

    After escaping from a visiting circus many years ago, these monkeys have somehow learned to live and thrive in the city bowels. Fur bleached white from strange chemicals, they are small, mean, and sharp toothed. Many larger animals have learned the hard way that it's best avoid their territory and stay out of their path. Instinct: To defend territory

    • Overpower through numbers
    • Infect wounds
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  • Shadowling Horde, Small, Stealthy, Construct
    Claws (d6 damage) 3 HP 0 armor
    Close, Ignores Armor
    Special Qualities: shadowstuff, Shifting shape and form

    Shadowlings are formed from the distilled essence of nightmares, hateful thoughts, and the shadows cast by thieves and murderers in the light of a waning moon. They are simple minded, cruel, and totally devoted to their creator. Instinct: To carry out Master's orders

    • Seep through cracks and keyholes
    • Merge to form chilling phantasms
    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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