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Monsters by Infinite Oregano

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  • Kaorti Guardthrall Group, Magical, Organized, Intelligent, Terrifying
    Poles, chains, and other binding weapons (d8 damage) 10 HP 2 armor
    Close, Reach
    Special Qualities: Horrifying true form

    These figures at a glance are heavily armoured - their forms concealed by this. Even without the armour they look humanoid... vaguely orcish perhaps? But no they only have a slight relation to such creatures, some of them were made from them - others from any physically optimum specimen. You see the kaorti make monsters, but sometimes they need something both physically capable and more subtle and able to operate within the confines of their cysts. Sometimes rather than turning all their captives into other kaorti they turn the more physically powerful (especially those of more monstrous stock) into guardthralls - their wills and minds bound irrevocably to the kaorti's. Such a transformation is not simple but it is subtle, until their true nature is revealed - either willingly or through sufficient damage - and fact that this is more akin to a mass of tightly knit tentacles masquerading in humanoid form becomes apparent. Most lose their will to fight when confronted with such horrors. Instinct: To Guard

    • Seize and bind prisoners
    • Undergo a terrifying transformation
    • Ring a bell to summon more guards
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  • Cranial Encyster Group, Tiny, Stealthy, Devious, Planar, Terrifying
    Grabbing claws (d4-2 damage) 6 HP 1 armor
    Hand
    Special Qualities: Disquieting gibbering

    Somehow a horrifying cross between a face and a gigantic tick, its legs ending with needles. This creature is a result of contact from realms far more alien than our own, and it shows. Seemingly it derives some sustenance from creatures dying in close contact to it but none are sure exactly how or what. Horrific creatures, but hopefully rare. Instinct: To kill

    • Latch onto an unfortunate creature's face with terrible tenacity
    • Hide until the last moment
    • Urge those it has attached to to end their life
    • Move through alien geometries
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  • Kaorti Bagthrall Solitary, Large, Stealthy, Magical, Intelligent, Construct
    Mighty fists (d10+2 damage) 20 HP 1 armor
    Forceful, Reach
    Special Qualities: Uncanny senses, Unshakeable Grip

    Made from ogre stock and similar, these tall creatures are surprisingly stealthy, clad in bare robes they blend into urban environments as vagrants and beggars, snatching up the unsuspecting and dragging them off to be transformed or enthralled. Never a pleasant fate. Instinct: To capture

    • Kidnap victims in unbreakable bags
    • Move through hidden ways
    • Conjure magical chains
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  • Rukanyr Group, Large, Stealthy, Intelligent, Planar, Construct, Terrifying
    Teeth and many claws (d8+4 damage) 14 HP 3 armor
    Forceful, Reach
    Special Qualities: Quick to heal, Immune to sonic effects, Hideous beyond understanding

    Another fell creation of the Kaorti, appearing as some sort of baffling hybrid of giant scorpion and tree, the creature is heard much sooner than it is seen - despite its size. A constant cacophony scrapes the air around it as the armour plates that cover it rub together - a danger to anyone who would close to melee and risk getting their weapon (or worse) trapped in there and crushed. However should it wish it can let loose a roar so powerful it shatters doors, walls, arms and armour, and flesh and bones even. A living siege weapon deployed by the Kaorti in places that they dare not tread, and due to how much collateral damage it is capable of they, they are not observed in being used too close to the Kaorti's own lairs. Even if they have an alien mindset to us, even the Kaorti are not fools. Instinct: To serve/destroy

    • Roar so loud it breaks objects and creatures
    • Paralyse with its poisonos bites
    • Crush weapons between its ever-shifting plates
    • Stun those its strikes with deleterious vibrations
    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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  • Skybleeder Group, Huge, Magical, Intelligent, Planar, Construct, Terrifying, Amorphous
    Claws and tentacles (d8+5 damage 2 piercing) 21 HP 3 armor
    Reach, Near, Far
    Special Qualities: Emits unnatural mist, Weeps acid rain, Flies without aid nor wings, Hideous beyond understanding

    At a glance one might mistake these terrible creatures for clouds - if particularly mobile ones, for they emit a white mist around themselves, concealing their horrific nature. These disguise tends to falter when these clouds start raining slimy red acid, etching the ground and burning unfortunate enough creatures to make contact horribly. Few have seen beneath their cloudy cover, but it is said they are misshapen creatures, like a nightmare in the flesh, amorphous and utterly alien - a product of the experiment of the horrific Kaorti. Given their alien nature they possess magic that grants them the ability to manipulate the weather, something they combine with their acid-secreting ways to harry those on the ground, for if not given orders they will hunt for food - or sometimes even just for fun, to inflict pain and suffering upon the world. There have been reports of the Kaorti themselves riding these creatures - riding upon a platform that they attach to the Skybleeder, still well-concealed within the hiding mists. Instinct: To serve/hunt/hurt

    • Regenerate from anything bar fire or mystic force
    • Manipulate the winds, lightning, and weather
    • Despoil the natural world (and nature magics) with its presence
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  • Kaortic Hulk Solitary, Huge, Stealthy, Magical, Planar, Terrifying
    Teeth and Claws (d10+7 damage 3 piercing) 20 HP 3 armor
    Reach, Forceful, Messy
    Special Qualities: Blindsight, Eats anything and everything

    The exact relation between this beast and the Kaorti is unclear, but there is certainly something there. A hulking extraplanar predator, rippling muscle, and plates of resinous armour - ribbed and fluted to a disquieting degree. It has no eyes or ears and yet somehow senses its prey, and uses its supernatural powers bestowed upon it from some terrible place to hunt despite its enormity. And hunt it does. Not only do the living have to fear it, but it will devour the undead, even automata and oozes, and other entirely inorganic things - its hunger is insatiable. But it does not belong here, sometimes terrible rifts might bring one to our world, sometimes foolish summoners might attract one in hopes of using its great strength to crush their foes. However it arrives it seeks to stay, despite our world being so different to where it arrived from - for there is much easier prey here. There is definitely a connection between it and the Kaorti however, and the Kaorti themselves have been witnessed making use of these creatures - possessing an obedience unseen if summoned by someone of our world. Instinct: To Feed

    • Pounce upon hapless foes
    • Utilise supernatural invisibility and silence
    • Become mystical smoke and reform elsewhere
    • Cling to and climb any surface through impossible geometries
    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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  • Tar-Thing Group, Large, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous
    Engulf (d6+1 damage) 21 HP 2 armor
    Close, Reach, Ignores Armor
    Special Qualities: Corrosive body

    The sages speak of ancient creatures who over the long aeons became tar, that much is known. But a Tar-Thing only bears a superficial resemblance to such a substance, and unlike tar-based automatons this cannot be made only... oozed into our world. Sometimes meteors fall to earth carrying one of these, and when they slither across the earth none can know peace until it is destroyed. They aren't even flammable, because they're not made of tar per se, or at least not terrestrial tar. They can corrupt earthly tar into more of itself however, but more frighteningly they can infect and corrupt mortals and turn them into poor vessels for its essence, unaware that they are already dead until it activates them and reveals their terrible fate. Instinct: To Consume and Corrupt

    • Eat Away at Unwanted Things
    • Conceal itself within an unaware infected
    • Infect and corrupt creatures to turn them into their unawares puppets
    • Convert tar and oil into more of itself.
    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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  • Tar Titan Solitary, Huge, Stealthy, Organized, Construct, Amorphous
    Waves of choking tar (d10+3 damage) 31 HP 2 armor
    Reach
    Special Qualities: Flammable body, Sticky substance, Nauseating fumes

    The 'apex' of the tar magic for what it's worth. By simultaneously focusing and dispersing power into a tarry framework and weave lattices of lesser elemental spirits in order to create a primitive 'brain', you can create such a mighty weapon as a Tar Titan, able to sunder walls and choke whole armies and make everyone hate you for using it. But what does it matter if you won? Supposedly these (or something similar) can occur in the wild, but such conditions that would allow it to form would be dire indeed and likely a symptom of a dying world. But then again those that would encounter such a thing would not likely see the world end, so that's one small mercy. Instinct: To Devour/Serve

    • Drag things unerringly into its tarry form
    • Become a massive tar pit or turn back
    • Animate its tarry trail as loyal Tar Golems
    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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  • Tar Golem Group, Large, Stealthy, Organized, Construct, Amorphous
    Drowning grasp (d8+1 damage) 21 HP 2 armor
    Special Qualities: Flammable body, sticky substance

    More advanced than mere Tar Men, Tar Golems require an animating elemental force fostered into them, which makes them more long-lived and also allows them to maintain a much larger form without any loss of stability. The tarry magical sciences are something people rarely talk about but are fascinating to the right kind of person. Their nature does mean that in theory they can transfer their 'consciousness' between sufficient volumes of free tar rapidly, something that can be taken advantage of by an appropriate tactical genius who is willing to... make use of these things. On a darker note the notion of their construction is actually a replication of an unfortunate supernatural phenomenon, spirits (elemental or otherwise) can when appropriately empowered possess tar and form it into something akin to a Tar Golem, however they are much more bound to base desires... something that gives Tar Golems a bad name. Instinct: To Devour/Serve

    • Absorb things into its tarry form
    • Unform and reform between patches of tar
    • Vomit forth tar men allies
    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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  • Tar Men Horde, Stealthy, Organized, Construct, Amorphous
    Smothering grasp (d6 damage) 14 HP 2 armor
    Close
    Special Qualities: Flammable body, Sticky substance

    Magic can be used to do many great things, and a good use of magic (such that it is) is to make use of what you have. So what do you do if you have vast tar pits? Animate them into tarry minions, ready to lumber forth and smother your enemies of course! Of course since tar seems to work so well as a vessel for mystical power, sometimes tar men are known to animate spontaneously, buoyed forth by wild magical resonance or gross spiritual disturbances, These tar men are much less obedient and much more.... hungry. After all, sages say that some time aeons past what became tar were once living creatures, maybe some of their urges still remain... Instinct: To Devour/Serve

    • Envelop in tar
    • Change between inanimate tar and back
    • Animate more Tar Men
    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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