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  • Clanger Soupstarved Solitary, Intelligent, Hoarder, Terrifying
    Claws and bites (d12+2 damage 2 piercing) 16 HP 2 armor
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    Special Qualities: Uncanny Scent, Terrifying

    It seems that the common diet for these creatures is something enigmatically referred to as "Green Soup" or alternatively something else known as "Blue String Pudding". It is not clear what these things are, but only these creatures seem to eat them. Likely some kind of remnant diet of their former lives. However, when these creatures get too hungry, especially from lack of these peculiar foods... sometimes a terrifying transformation takes hold and they become one of the "Soupstarved", bulking up significantly, they lose a lot of their intellect but seem to let loose terrifying howls in their musical voices, and are full of a berserker rage as they try to feed on anything that might make them feel whole once more. Instinct: To feed

    • Explode into action
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  • Clanger Musicalist Group, Small, Magical, Intelligent, Hoarder
    Sonically-enhanced metal shivs (d10 damage 2 piercing) 10 HP 2 armor
    Close, Near

    Despite being scavengers, clangers have some peculiar sound-based knacks. Their language is inherently musical, this is true. But a fair number of them are seemingly able to naturally or perhaps trained in being able to extract music (and moreover sound itself, although it seems music is more valuable) from their surroundings, for later storage or use in some way. If desperate, these 'musicallists' can try to shape the sounds that they've gathered on the spot in order to force out some arcane puissance. Not always a good idea, especially for them. But who knows what trick they might pull out, if threatened... Instinct: To acquire

    • Harvest sound itself
    • Improvise dangerous words of power on the spot
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  • Lesser Clanger Horde, Small, Stealthy, Organized, Intelligent, Hoarder
    Claws, teeth, and metal shivs (d8 damage 1 piercing) 7 HP 2 armor
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    Strange, rat-like humanoids from the stars is a simple way of putting it. Technically correct but it does not describe the beauty of their language, or the ingenuity of their scavenging ways. Their scavenging ways are obvious given what they carry and the patchwork armour that they wear. Some sages maintain that they are the remnant of a star-travelling civilization that collapsed, and left its peoples scattered in remote, barren places where their foes could not find them. Now they subsist on junk that falls to their homes. Although not inherently vicious, if presented with a great enough opportunity, especially a great enough bargain they can be great allies. Instinct: To scavenge

    • Unerringly find things of use or value
    • Disappear in a cloud of metal scrap
    • Whistle a song to call more of its tribe
    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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  • Phaerimm Chaos-Binder Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar
    Bolts of light, fire, and glass (b[2d10+7] damage) 30 HP 6 armor
    Reach, Ignores Armor, Far
    Special Qualities: Consuming things of magic

    An evil, four-armed windsock. That's the best way to describe these abominations. Cone-shaped, with a giant round mouth on the flat end. How they see anything is anyone's guess. Powerfully magical and extremely alien, phaerimm ("Fehrihmm" in the tongue of the Tarrakhuna) are unfortunately understandable only in the sense that they delight in inflicting pain and suffering on others. But we're in luck; their love of inflicting pain applies to others of their kind as much as to mortal-kin, which makes "society" very difficult for them. Few ever leave their prison deep within the under-earth, and those only with the help of others, usually binding them to service (as you can never trust their words). Instinct: To bend reality

    • Twist the powers of the earth to its will
    • Its magic never does only what you see
    • Evocations, illusions, and compulsions
    • Pain that lingers brings it joy
    • The things of the underearth heed its call
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  • Queen Bee Horde, Huge, Magical, Cautious
    Poison stinger (d6+5 damage 3 piercing) 11 HP 5 armor
    Reach
    Special Qualities: Wings

    The Queen Bee never ventures far from her hives, but will defend them voraciously. She commands near endless swarms of bees who will gladly fight to the death and defend her with their lives, so actually approaching or hitting the Queen is very difficult. Instinct: Protect the Hive

    • Command the swarm
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  • Grimlock Group, Intelligent
    Bone axe (d8+2 damage) 10 HP 1 armor
    Close, Forceful
    Special Qualities: Darksense

    Becoming lost in the Underdark is a fate worse than death. Descendants of such folk go blind, their skins turned to thick grey, and lose all sense of self and civilization -- they become grimlocks. Degenerated to little more than hulking barbarians, grimlocks wander the Underdark searching for for food, shelter, and clean water. While not inherently evil, grimlocks will do anything to survive -- including smashing skulls and eating corpses. Grimlocks live in loose clans and can speak a variety of languages, though their dialects are often twisted descendants of mother tongues. Instinct: Survive at any cost

    • Wander the underdark
    • Smash with an axe
    • Beg, steal and borrow
    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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  • Ghaele Solitary, Magical, Divine, Organized, Intelligent, Hoarder, Planar
    Holy sword (b[2d10+2] damage) 16 HP 6 armor
    Close, Ignores Armor, Near, Far

    Knights errant of the Celestial Plane, ghaele are sent to the Mundane Plane to fulfill divine missions. More subtle than angels, ghaele seek to guide, advise, and protect mortals to defeat evil, often serving as advisors within mortal governments. Ghaele are often serious in demeanor. When angered by evil, they are fearsome and unrelenting combatants, combining swordplay with a range of divine magic. Instinct: Topple evil

    • Subtly advise and help mortals
    • Employ divine magic to give aid, create illusions, polymorph, heal, dispel magic, and unleash lightning
    • Call on a higher power
    • Divine knowledge of the celestial plane
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  • Mormesk l'âme-en-peine Solitaire
    (d10 damage) 15 PV 1 armure

    Résistance aux dégâts d’acide, de feu, de foudre, de froid et de tonnerre ; contondants, perforants et tranchants infligés par des armes non-magiques qui ne sont pas en argent Immunité contre les dégâts de poison et nécrotiques Immunité contre les états à terre, charmé, empoigné, empoisonné, entravé, paralysé et pétrifié Déplacement intangible. L’âme-en-peine peut traverser créatures et objets mais ne peut pas s’arrêter dans les emplacements qu’ils occupent Sensibilité à la lumière du soleil. L’âme-en-peine est désavantagée lors des jets d’attaque et des tests de Sagesse (Perception) basés sur la vue lorsqu’elle est exposée à la lumière du soleil. Attaque corps à corps absorption de vie : 1d8 dégâts nécrotiques. Jet de constitution pour éviter de voir son maximum de PV réduit de ces dégâts (jusqu'à repos long). 10+ évite, 7-9 perds 1 PV max, 6- perd les dégâts totaux max Instinct:

      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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    • Spectateur Grand, Solitaire
      1d4 18 PV 1 armure
      Morsure

      Rayons oculaires. Le spectateur utilise deux rayons oculaires parmi les suivants. Il ne peut utiliser chaque rayon qu’une seule fois par tour. Chaque rayon cible une créature située à 27 mètres ou moins du spectateur et qui se trouve dans son champ de vision. 1.Rayon de confusion. Jet d'intelligence pour s'en sortir, 6- attaque un allié au corps à corps, 7-9 désavantage à la prochaine action, 10+ gagne une préparation en magie 2.Rayon de paralysie. Jet de constitution pour s'en sortir, 6- paralysé, 7-9 désavantage en action de mouvement, 10+ gagne une préparation en mouvement 3.Rayon de terreur. Jet de sagesse pour s'en sortir : 6- fuit, 7-9 désavantage en action offensive, 10+ gagne une préparation en attaque physique 4.Rayon de blessure 1d8 dégâts nécrotiques Instinct:

      • Renvoi de sort (renvoie sur une autre cible de son choix)
      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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    • quimera de páginas Solitary, Magical, Hoarder, Construct, Amorphous
      magias de grimórios antigos (b[2d10] damage) 15 HP 7 armor
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      Special Qualities: as páginas são como asas,

      uma quimera de páginas surge da amálgama de vários grimórios animados pela ganância de Yoleritz o mago louco, ele programou essa defesa para guardar importantes segredos do culto do abismo e da relação dos magos de Yarnam com as entidades abissais. Instinct: atacar quem vasculha os tomos proibidos da biblioteca

      • protege importantes feitiços
      • rola 1d8. resultado 1: 3d6 bola de fogo/ 2: 1d8 raio de energia/ 3: 2d6 raio congelante/ 4: 1d10 nuvem de veneno/ 5: paralisia/ 6: sono/ 7: origami/ 8: 5d6 raio da morte
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