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  • Tramble the Traveler Solitary, Small, Magical, Stealthy, Intelligent, Hoarder, Planar
    Barrage of Detritus (w[2d12] damage) 16 HP 4 armor
    Close, Reach, Far

    Tramble the Traveler is a wandering nomadic trader with odd and valuable wares. Tramble has no use for your silly metal discs and instead conducts business by barter, and always rolls every 'R' they say. Tramble is of an indiscernible race, and though they are roughly the size and shape of a halfling they will simply giggle at any notion of them being one, stating they "Were there when the halflings crawled out from the primordial broth." One of Tramble's eyes always seems to be following you, even if someone else claims it's looking at them, not you. Their clothing matches in neither color nor style, and indeed perhaps even the world they find themselves in as it changes any time you aren't looking, but the one thing that is constant in their apparel is a dusty pinkish fanny-pack they produce all their goods from. The fanny pack is seemingly endless and holds any number of non-living objects that can pass through the opening, and when it is opened a large cloud of dust billows out of it. Instinct: to barter with any and all

    • When you Strike up a bargain with Tramble the Traveler on behalf of your party, roll +nothing. For each character in your party with at least a +1 CHA, take +1 forward to this move. For each character in your party with at least -1 CHA, take -1 forward to this move. On a 12+ Tramble finds you endearing, and bestows upon you an extra minor magical item free of charge. On a 10+ Tramble offers you a choice between three items in exchange for one item of your choosing. The item must be either a personal affect that has sentimental value, or a magical item. On a 7-9 Tramble offers you one item in exchange for their pick of your loot. Pick three items from amongst your party and lay them out for Tramble to take one in exchange. The items must be either personal affects that have sentimental value, and/or magical items.
    • Leave out some key details of an item
    • Open a portal to another place, world, or time
    • Tramble Travels Through Truly Treacherous Terrenes and Trifles in Time
    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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  • Rotfiend Solitary, Devious, Terrifying
    Grasping rotten appendages (d10+2 damage 3 piercing) 20 HP 0 armor
    Close, Forceful
    Special Qualities: extra rotting appendages that burst forth from within and slough off just as quickly

    One of the most vile and abhorrent creatures anyone has had the misfortune of encountering, a Rotfiend is a once-living creature that is now a mass of rotting flesh and excess appendages that make a mockery of its original form. They will grasp, kick, bite, howl, and tear a man to shreds in mere moments just so they can finally feast on fresh flesh and incorporate it into itself, growing stronger each time. Instinct: to grow

    • Rip and Tear
    • Incorporate a victim into itself
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  • Iron Lord Solitary, Large, Intelligent, Cautious
    Massive Sword (b[2d10+4] damage 1 piercing) 16 HP 5 armor
    Forceful

    Instinct: To obey the king

    • Really big sword
    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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  • Royal Guard Horde, Organized, Intelligent
    Halberd (b[2d6] damage) 7 HP 3 armor
    Close, Reach, Near

    Instinct: To protect the king

    • Halberd attacks
    • Can call on more members of the guard
    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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  • Solitary, Huge, Cautious
    Spiked Shell (d10+5 damage) 28 HP 5 armor
    Reach

    Foor legged with thick spike armored shell, looks like an armadilo, is a puppet for a parasyte mutated slug thing Instinct:

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  • Cruzador Arca Solitary, Huge, Cautious, Construct, Terrifying
    (b[3w[3d10+5] damage 4 piercing) 24 HP 6 armor
    Reach, Ignores Armor, Far
    Special Qualities: ,

    Instinct:

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  • Armorpede Solitary, Huge, Magical, Cautious
    Ram (b[2d12+3] damage) 24 HP 10 armor
    Reach, Ignores Armor
    Special Qualities: Near unbreakable armor across most of its body, Weak point at its underbelly

    An ancient species of millipede, albeit one that has grown to massive size. They can live up to a thousand years old. They are covered with unbreakable plate across most of their body, with the exception of their underbelly. They can grow up to 100 feet long. Instinct: To hunt prey and destroy human settlements

    • Crushing charges
    • Can burrow
    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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  • Monstrous Earth Elemental Solitary, Huge, Construct, Amorphous
    Massive Slam (b[2d10+5] damage) 33 HP 2 armor
    Reach, Forceful, Near
    Special Qualities: It was constructed by the King’s wizards to defend the palace and destroy invaders

    An abnormally massive earth elemental with the strength of ten lions and the ability to bend the very earth to its will. It’s size and strength were enhanced with eldritch magic. Instinct: To destroy everything nearby

    • Viciously slams the opponents with its massive fists
    • Can bend earth to its will
    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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  • War-Wolleon Group, Devious
    Powerful Kick (d6+2 damage) 6 HP 2 armor
    Close, Forceful
    Special Qualities: Chameleon Skin

    A large, bi-pedal, animal with lizard skin that changes color to match its surroundings, two slender arms with zygodactyly digits, a prehensile tail, a pouch on its abdomen, and two independently mobile eyes. It stands at roughly 4', and its length from its snout to the tip of its tail can be upwards of 5'. It uses its powerful, seemingly spring-loaded legs to defend itself, run at an incredible pace, and leap up to roughly two feet from a standstill. This Wolleon has been trained to be a reliable war mount, with mail armor protecting it as well as blinders to reduce stress. Instinct: To obey its rider

    • Run remarkably fast
    • Leap remarkably high
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  • Wolleon Group, Devious
    Powerful Kick (d6+2 damage) 6 HP 1 armor
    Close, Forceful
    Special Qualities: Chameleon Skin

    A large, bi-pedal, animal with lizard skin that changes color to match its surroundings, two slender arms with zygodactyly digits, a prehensile tail, a pouch on its abdomen, and two independently mobile eyes. It stands at roughly 4', and its length from its snout to the tip of its tail can be upwards of 5'. It uses its powerful, seemingly spring-loaded legs to defend itself, run at an incredible pace, and leap up to roughly two feet from a standstill. Instinct: To graze and multiply

    • Run remarkably fast
    • Leap incredibly high
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