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Monsters by Infinite Oregano

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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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  • Grasshole Solitary, Huge, Stealthy
    Grassy tendrils and teeth (d10+5 damage 1 piercing) 20 HP 1 armor
    Close, Hand, Reach, Forceful
    Special Qualities: Camouflaged (Grass)

    The affectionately-named Grasshole is a creature that lives in grassy steppes and is an ambush predator that waits until a prey steps between its teeth, dragging them down to dissolve them away. Quite vicious and simple, really. Instinct: To feed

    • Drag prey into the depths
    • Blend in with surroundings
    • Dissolve its victims in its stomach
    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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  • Lunar Cultist Group, Stealthy, Organized, Intelligent, Hoarder
    Curved weapons (d8 damage) 6 HP 0 armor
    Close

    The beautiful sight of the moon enthrals many, but few become this corrupt. Peons bound by rite and power, they seek to corrupt institutions in their favour. Lyncanthropy is rife amongst their number, for they find the curse of the moon instead a blessing. Instinct: To corrupt and undermine

    • Channel the power of their patron moon
    • Reveal an illusory deception
    • Use secret signs to beckon forth comrades
    • Turn out to have been a lycanthrope all along
    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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  • Rift Hound Group, Large, Stealthy, Magical, Organized, Planar, Terrifying
    Rending bite (d8+4 damage 1 piercing) 10 HP 3 armor
    Forceful, Close, Reach
    Special Qualities: Immunity to electricity, Horrifying visage

    Horrible creatures, hulking and deadly. They come from liminal spaces, you know. The borders between the planes themselves, and it is said they feast on meat and souls. No-one knows where they came from originally, maybe they've always been here? Maybe they're a freak mutation of some planar traveller's abandoned animal companion? Theories abound, but that doesn't stop them appearing from nowhere to slaughter and feed and then disappear without a trace. Some intrepid fools look to hunt them themselves, because it is said that the heart of one of these beasts holds great potential and when treated appropriately can become... anything. Or so they say, this is enough of a rumour to make people want to try. They used to be much rarer. But something has happened to the planar boundaries, the fabric of reality itself, and it's letting them in. Perhaps they're only the vanguard of something much, much worse. Instinct: To feast

    • Burst forth from another plane or escape to another
    • Tear out the soul with its jaws
    • Track its prey through supernatural means
    • Call forth others from beyond the world
    • Devour the souls of those it kills.
    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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  • Ravening Farworms Group, Tiny, Stealthy, Planar, Terrifying
    Acidic bite (d6-2 damage) 6 HP 0 armor
    Hand, Ignores Armor
    Special Qualities: Inconstant location

    Lesser creatures from planes best left undiscovered. Although they can feed and reproduce fine within their native realm, when cast adrift beyond they need biological matter to do so - it does not matter if it is alive or dead - but living tissue lasts longer for their purposes. Lately there have been more and more infestations of these creatures, but what that means exactly is unclear. Instinct: To Feed

    • Inject paralytic venom
    • Burst from dead (or far-warped) flesh
    • Implant its eggs into biological material
    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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  • Kaorti Hunterthrall Skirmisher Group, Stealthy, Intelligent, Planar, Terrifying
    Far-warped javelins and other projectiles (b[2d8] damage 1 piercing) 6 HP 2 armor
    Close, Reach, Near
    Special Qualities: Horrifying true form

    The Kaorti make thralls for a specific purpose, hunterthralls are no different, usually used on escaped prisoners - but any prey in a sufficiently wild area will suffice. In harsher times they are used as killers, able to dispatch foes or otherwise frustrate them. Although they would prefer to act within the Kaorti cysts where they can tap into the latent energies of those places to better use the tools that they have, they are granted the luxury of being able to store these energies somewhat in their very beings - something that can be vented violently if necessary. Instinct: To hunt and subdue (or kill)

    • Mystically subdue an opponent
    • Reveal a pre-placed trap
    • Explosively vent stored far energies
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