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Monsters by Infinite Oregano

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  • Azkarix of Many Agonies Solitary, Large, Magical, Stealthy, Organized, Intelligent, Hoarder, Planar, Terrifying
    Manifested agony (b[2d12+4] damage 4 piercing) 24 HP 6 armor
    Forceful, Reach, Ignores Armor, Near, Far
    Special Qualities: Soul-sight, Aura of pain

    The greatest beings of the infernal realms tend to be known as Archdevils or Demon Princes or similar, and Azkarix of Many Agonies is no different. Spoken of in hushed tones, he is a master of torment - perhaps even *the* master of torment, and has acquired many powerful secrets in his time that alone would make him a terrifying foe. But no, he commands agony with but a thought and can drive people made from suffering and torment. Luckily, it is said that he spends most of his time in his citadel, pouring over his accumulated knowledge, making plans, and supping upon the various agonies that he has acquired over the aeons, but if there's anyone who knows how to break into the mortal realms, then it would be him. Instinct: To torment and rule

    • Inflict agony with but a thought
    • Manipulate the senses and create false agonies
    • Wield arcane secrets of frightening power
    • Beckon forth numerous servants from the planar spheres
    • Drink agony for nourishment and power
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  • Hellknight Group, Magical, Organized, Intelligent, Cautious, Planar, Terrifying
    Infernal lances, and other foul weapons (b[2d10+4] damage 4 piercing) 10 HP 6 armor
    Close, Forceful, Reach, Near, Messy
    Special Qualities: Aura of Infernal Terror

    Even creatures from the fell pits have nobility, it turns out. Incredibly ornate and complex, not to mention difficult to decipher but important nonetheless. As on earth as in hell. Their hellish planes themselves follow their commands, and they possess a mockery of chivalry, backed with hellfire. A chilling profanity of a noble knight. However they possess an honour, of sorts. Instinct: To conquer and subjugate

    • Shatter bone, rank, and mind in a furious charge
    • Challenge someone to unbreakable duel-oath, enforced sorcerously
    • Beckon forth infernal infantry with but a profane gesture
    • Command the fabric of the infernal planes themselves
    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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  • Ogre Mercenary Solitary, Tiny, Intelligent, Hoarder
    A huge flail (b[2d10+2] damage 1 piercing) 12 HP 2 armor
    Hand, Forceful

    Sometimes ogres are smart enough to fight for money and glory. Even wield fancier weapons, and wear armour of sorts. Pretty dangerous if you ask me. Instinct: To destroy

    • Cause chaos
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  • Ogre Hunter Group, Large, Intelligent
    Javelin or Club (d8+5 damage 1 piercing) 10 HP 1 armor
    Close, Reach, Near, Messy, Forceful

    It turns out that sometimes ogres learn to hunt more 'subtly', better to deal with creatures more likely to flee at speed. Of course their hunting involving huge stone-tipped javelins. The corpses aren't pretty, but since when did ogres care. Instinct: To hunt

    • Pin a victim down with a heavy javelin throw
    • Fly into a rage
    • Chase down a freshly javelinned target with frightening speed
    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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  • Aerial Servant Group, Stealthy, Intelligent, Planar
    Throttling grasp (d8+2 damage 2 piercing) 10 HP 1 armor
    Close
    Special Qualities: Made of wind

    A rash of mysterious stranglings had left the city watch perplexed, no sign of any attacker and seemingly occurring in places with no reasonable exit or entrance. It was only after they had called in supernatural assistance in the form of a travelling wizard did they get to the bottom of it. Aerial Stalkers they're called, hailing from a windier realm than our own. Confronting the creature directly would have been near impossible - but it turns out it was summoned by another wizard in order to murder rivals and opponents - who was easier to take out than the monster, but many people lost their lives regardless. A creature made of the wind itself is surprisingly hard to hurt, but when it can strangle you while invisible it is suddenly an even greater threat. The wizard helping us mentioned that they are hunters from whatever damned place they come from, but I can't imagine what that thing would hunt... Instinct: To hunt

    • Grab and strangle a poor victim
    • Turn invisible, and remain so
    • Unleash blasts of deadly wind
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  • Moon Rock Golem Group, Large, Divine, Planar, Construct
    Moon rock fists (d8+4 damage) 20 HP 3 armor
    Forceful, Close, Reach
    Special Qualities: Silent as the moon, Aura of moon dust

    Golemists are quite a resourceful lot, when they fall under the thrall of a moon cult they can work wonders with the strange and peculiar materials that they might acquire. For instance, moon rock is not just simply rocks from the moon, oh no, it divinely empowered, after all the moon - much like the sun - is of divine origin, and its rocks are much the same. Still, might be hard to fight back when you're simultaneously choking and blinded by a haze of moon dust and also can't hear your opponents. Instinct: To serve

    • Follow orders implacably
    • Manipulate gravity upon itself, others, or the environment
    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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  • Full Moon Cultist Executioner Group, Stealthy, Divine, Intelligent
    Moonwheel (b[2d8+2] damage 2 piercing) 8 HP 2 armor
    Close, Forceful

    Just as the moon has many faces, so would a lunar cult - it is reasoned. The full moon is said to embody the most direct of presence, unwavering, the moon at its greatest. So it makes sense that elite cultists that resonate so would be dangerous fighters, drilled and strong. That still doesn't explain why they wield weird wheel-shaped weapons and silver cones that seem to cover their faces entirely - how do they even see? Symbolism is probably involved. Instinct: To kill for the cult

    • Spin up their moonwheel and make ready to bring pain
    • Hit where it hurts
    • Turn out to be a lycanthrope
    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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  • Phantom Warrior Group, Stealthy, Magical, Intelligent, Construct, Amorphous
    Phantasmal weapons (b[2d8] damage 1 piercing) 13 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Illusory, Half-real

    "Only when I saw my enemy walk through all my defenses, untouchable as the moon in the sky, did I truly know what it is to be afraid." You would think that a purely illusory warrior would be nothing too frightening wouldn't you? But that's where you're wrong, for when the mind believes that it is hurt, then it is hurt, perhaps not as viciously as getting run through or severed in twain but the heart and brain can only take so much. Not to mention when magic is properly involved there is a semblance of reality, making it a dangerous opponent. Even those who have fully disbelieved such a threat can still feel the pangs of wounds that don't exist hurting them - just less so, magic you see. Now the other hard part is hurting something that isn't there... Instinct: To stymy and terrorise

    • Bypass solid obstacles
    • Feign reality
    • Inflict psychic wounds
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  • Verdant Sicklemaw Group, Large, Stealthy
    Sickle-bladed teeth (d8+2 damage 3 piercing, Close, Messy) 10 HP 2 armor
    Special Qualities: Camouflaged (Grass)

    What kind of predators lurk in the tall grasses? Why the verdant sicklemaw of course! A scaled creature, a little like a particularly vicious alligator or similar, but it has grass itself budding off of it giving it the perfect camouflage for such a specific environment! Scholars speculate upon a creature that lives in such a specific niche, but it sure does fill it. Hard to see until its too late and it has torn your leg off and has begun feasting on what's left of you. So the best advice: Stay out of the tall grass. Instinct: To feed

    • Disappear into the tall grass
    • Feign inanimation
    • Tear off something important
    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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  • Odinian Crows Group, Stealthy, Magical, Intelligent
    Beak and talons (d8 damage) 6 HP 0 armor
    Close
    Special Qualities: Immune to illusions

    Long ago, it is said that a great and terrible feathered god sought to know all and see all, and in doing so they bud off myriad feathers - each which grew into a wolf-sized crow. Each of these creatures spread out across the world to learn all that they could. The truth of the matter is less certain, but these creatures certainly match that bill, for no illusion can stall them, and they seem able to remember all that they see and report it at-will. Which such peculiar, and specific abilities it is no wonder people suspect that they are spies. Instinct: To collect

    • Speak uncanny truths
    • Mimic voices with impossible accuracy
    • Locate anything that it desires
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