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Monsters by Infinite Oregano

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  • Vampire Blood Mage Solitary, Stealthy, Magical, Intelligent
    Blood bolt (d12+2 damage 1 piercing) 20 HP 2 armor
    Close, Forceful, Reach, Ignores Armor, Near, Far
    Special Qualities: Forbidden knowledge, ancient mind

    Vampires have all the time in the world, assuming they find enough victims. With that in mind what's to stop them from learning and learning and learning and learning? Turns out the answer's nothing. Instinct: To learn

    • Bring labyrinthine plan to fruition
    • Siphone blood with uncanny ease
    • Wield ancient, forbidden magic
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  • Vampire Blood Knight Group, Stealthy, Organized, Intelligent, Cautious, Hoarder
    Razor-edged Sword (b[2d10+4] damage 4 piercing) 10 HP 6 armor
    Close, Forceful, Messy
    Special Qualities: Ancient mind, Changing form, Honourbound

    A knight is a shining beacon of honour and martial prowess. But what happens if a knight is also an unthinkable undying horror with all the time in eternity to practice their skill and refine their blood? Pray you don't find out, lest you find yourself either as a 'worthy foe' to die by the sword or a target dummy to be sacrificed to its unending thirst... Instinct: To fight

    • Deliver a crippling blow
    • Command with a gaze
    • Drink the blood of the swayed or the fallen
    • Summon their bloody-handed bretheren
    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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  • Fallen Farrow Horde, Organized, Terrifying
    Cleavers (d6 damage) 11 HP 1 armor
    Close
    Special Qualities: Oinks ominously

    Farrow are terrible creatures, undead they're even worse. They'll just eat and eat and eat and eat. When they're dead they'll keep doing that until they burst themselves and continue on, unless bade otherwise. Instinct: To Devour

    • Swarm in
    • Bring forth more of them
    • Eat their prey
    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 Obliviator Solitary, Huge, Magical, Construct
    Thinaun fists (b[2d10+7] damage 3 piercing) 28 HP 6 armor
    Reach, Forceful, Ignores Armor, Near, Messy
    Special Qualities: Devourer of souls, Eater of magic, Aura of disquiet

    Golem-making is both an art and a science. In either case madness can easily grip those who are making such things. But if there's one thing worse than madness, especially in these circumstances... it's hubris. What might otherwise possess someone to make them think that making a huge golem out of the soul-sucking alloy known as thinaun would be a good idea - but then to also empower it so it can drain souls away to power itself and then use that power to unleash blasts of energy? It would be laughable if someone hadn't actually attempted it, and worse... succeeded. Instinct: To Obey/To Annihilate

    • Inhale souls
    • Unleash a blast of soul energy
    • Smash through anything in its way
    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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  • Boneshard Skeleton Group, Magical, Construct
    Blade and boneshard (d8 damage 3 piercing) 10 HP 1 armor
    Close
    Special Qualities: Necrotic nexus

    Some necromantic experiments fare worse than others. For instance, it turns out it's possible to tie a necrotic nexus to the... framework of a skeleton that you animate, especially if you make the proper modifications to let it discharge appropriately. But only a fool would use one in their presence, they are barely stable and notorious for exploding in a necrotic haze when too heavily damaged. Still, if they're doing something on your behalf, makes people regret messing with your things... Instinct: To kill and obey

    • Explode in a burst of necromantic energy
    • Discharge baleful energies
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  • Skeletal Tomb Guardian Group, Construct
    Four scimitars (b[2d8] damage 1 piercing) 10 HP 4 armor
    Close
    Special Qualities: Four arms

    Sometimes you want to guard a place for a long time, and undead servants are the best for that indeed. But sometimes it's a matter of scarcity or demand for quality or various other factors... and let's just say that it's much easier to guard a place when you have four arms, each wielding a razor-sharp blade, and that even the bravest of tomb raiders will think twice lest it spill their blood on the dusty tomb floor. Instinct: To guard and obey

    • Guard a place or creature
    • Rise again
    • Inflict a wound that bleeds profusely
    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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  • Blazing Skeleton Group, Magical, Construct
    Flame orb (d8 damage) 10 HP 1 armor
    Close, Ignores Armor, Near
    Special Qualities: Blazing aura

    In necromantic circles, opinions are mixed. The big question is quantity versus quality, but one has to admit that finding a way to mix fire magic into the creation of a skeleton to turn it into a burning horror that can raze a village with nary a regret is certainly an effective terror weapon. Instinct: To Serve

    • Be reborn in flame
    • Set things (or creatures) ablaze
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  • Vampiric Cazador Horde, Tiny, Stealthy, Construct
    Proboscis-Spear (d6-2 damage 1 piercing) 7 HP 0 armor
    Hand, Ignores Armor
    Special Qualities: Wings of a giant mosquito, Blood tracker

    Vampires don't always want to hunt for their food, as they grow older they grow lazier. So they made these creatures from the insects they found, twisting them with their foul blood magic and turning them into undead creatures bolstered by their terrible essence. Now they hunt out creatures, swarming about the living and draining them dry, leaving dessicated corpses before returning with their ill-gotten gains to their masters. Instinct: To Serve

    • Drain blood for storage
    • Hide in the dark and high places
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  • Dust Man Horde, Magical, Construct, Amorphous
    Eroding grasp (d6 damage 1 piercing) 10 HP 1 armor
    Close
    Special Qualities: Made of dust, Reborn from dust

    All is dust, they say. Time destroys all things. The ancients knew this, so they made their ancient guardians with the powers of the gods. The ability to drain the very essence of a victim and turn them to dust is powerful yes, but to be able to affix some measure of that power into their dusty remains and turn them into roughly man-shaped dust clouds with ill intent is entirely another. Ever wonder why these tombs are so dusty? It's not sand, they built it too well to let the sand in... Instinct: To Obey

    • Suffocate with dust
    • Unleash blinding inner radiance
    • Drain life with a touch
    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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  • Giant Skeleton Warrior Group, Huge, Magical, Construct
    Huge Sword (d8+7 damage 3 piercing) 22 HP 4 armor
    Reach, Forceful, Messy
    Special Qualities: Covered in wards

    When a giant dies its remains can go to waste. Not so for the properly enterprising necromancer! Clean and treat the bones, reinforce everything as appropriate, but before you finish the animation process you need to consider what its purpose! Whether guard or soldier you want it to survive don't you? Rivet armour to it and cover it in lots and lots of runes, make anyone taking it on regret ever trying to hit it. Then give it a huge sword and make them regret ever being born. Instinct: To Serve

    • Shatter something with mighty blows
    • Stand vigil over a place or person
    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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