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  • Imp of Hades Group, Small, Stealthy, Magical, Intelligent, Hoarder, Terrifying
    Claws (d6 damage) 6 HP 0 armor
    Close, Far
    Special Qualities: disappear from sight, Flight

    Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds Instinct: Tempt mortals

    • Follow Hades' order
    • steal and destroy things
    • influence a target
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  • Angler Bear Solitary, Large, Stealthy, Terrifying
    A giant maw (b[2d10+2] damage 1 piercing) 16 HP 1 armor
    Special Qualities: A human sized maw and the body of bear

    Instinct: To prey upon others

    • Lure with precious glowing goods
    • Hide in the dark
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  • Walking Tomb Effigy Group, Organized, Hoarder, Construct, Amorphous
    a stone weapon (d8+2 damage) 17 HP 3 armor
    Close
    Special Qualities: stays close to its tomb

    Instinct: To safeguard the slumber of the dead

    • Take the appearance of the deceased
    • awaken nearby effigies
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  • Boar Spirit Solitary, Large, Magical, Hoarder, Construct, Terrifying, Amorphous
    pig transformation (d10 damage 1 piercing) 23 HP 5 armor
    Far
    Special Qualities: protect gem stones, a boars ghost

    Instinct: to safeguard precious stones

    • Skewer disturbers on its tusks
    • Turn people into pigs for a while
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  • The Song of Thorns Solitary, Large, Magical, Stealthy, Devious, Planar, Amorphous
    Spray of spirit-thorns (b[2d10] damage) 27 HP 7 armor
    Ignores Armor, Near
    Special Qualities: Enforce spirit-sight on all around it, giving it control of their perceptions

    The true heart of the Song of Thorns, the infectious spirit-being that destroyed Zerzura and its Shi makers long and long ago. Only encountered if its primary anchor, the Body of the Song, has already been destroyed. In this form, it is both more vulnerable and more dangerous than ever. Its infectious powers are amplified tenfold; even against those immune to possession, its spirit-thorns can strip away parts of one's soul, potentially destroying who the victim is without ever invading the mind. Further, when exposed this way, the Song will be truly desperate--it needs a new anchor soon, or at least needs to repel or destroy its attackers. Should even this form of it be slain, however, the Song will truly end, its powers returning to the river of spirits that flows from birth, through death, to the Beyond, and back to rebirth. Instinct: Destroy structure and meaning

    • Corrupt souls and spread itself
    • Manifest multiple spirit-forms--with illusory appearance
    • Channeling the essence of those it has consumed
    • Its thorns weaken the souls of those they pierce
    • It can only be slain by words and symbols, not force
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  • Body of the Song Solitary, Huge, Magical, Devious, Planar, Terrifying, Amorphous
    Thorn vines that smash and grab (d10+5 damage 2 piercing) 31 HP 5 armor
    Reach, Forceful
    Special Qualities: Its form is a mockery of humanoids, woven from writhing, thorned vines

    The Body of the Song is the physical anchor of the Song of Thorns. It is not, properly speaking, a "body" at all, instead being the densest and oldest cluster of thorn-vines present in Zerzura--it may even be the original plant host for the Song. However, just because it is not a body proper does not mean it is unimportant; though powerful and well-defended, it is still a potential weakness, as it is in some sense the only "totem" of the Song. Few could approach the Body without being infected and subverted, becoming food and tools for the Song, but if anyone could do so, the Song will strive to destroy them with extreme prejudice. The Body lairs in what appears to be the very heart of the City proper, with enormous vines ten feet across rising from or buried into the ground, between the shattered remnants of arches and scattered cobblestones. Servants of the Song rarely go here, but anyone whose mind has been assaulted by the Song has seen this place in the mind-battles it fights. Instinct: Absorb powerful minds, crush opposition.

    • Confuse and infect prey with illusions and deceptions
    • Invoke the world-shaping magic of the Shi
    • Call upon the denizens of Zerzura to aid it
    • Separate the party into mindscapes/shards of spacetime
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  • Vampire Sorcerer Group, Magical, Intelligent, Terrifying
    Elemental Bolt (d8+2 damage 1 piercing) 10 HP 0 armor
    Close, Ignores Armor, Far
    Special Qualities: Big and wide mouth

    Met at night in the thick forests close to civilization, many a traveler has succumbed to this monsters charm. Leading them to the once abandoned ruins it calls home, they faced their untimely end. With its oversized mouth it can quickly eat its prey. Would its nature be uncovered, or otherwise have to face danger, it is quick to summon elemental spears to hurl them at its foes. Instinct: To Hunt

    • To Bite
    • Throw elemental bolts
    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 Giant Solitary, Huge, Intelligent
    ghotly mace (d12+5 damage 1 piercing) 28 HP 0 armor
    Reach, Forceful

    Instinct: to avenge

    • throw someone with massive swings of it's maul
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  • Umbral Wisp Group, Tiny, Magical, Stealthy, Devious, Intelligent, Amorphous
    epsychic giggle (d6-2 damage) 9 HP
    Hand, Ignores Armor, Near, Far
    Special Qualities: immune to non-magical damage

    Wisps specific to The Umbral Forest. They are intelligent and all possess perfect knoowledge of the forest. They can be entreated to help if communicated to properly and usually will. However, they do not understand language. They communicate entirely through psychically transmitted emotion. Strong negative emotions they take as threat. Calm or positive emotions can be used to elicit their help. Instinct: to isolate

    • disappear travelers
    • teleport someone to a near identical spot in the woods
    • remove an isolated opponent from the forest
    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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  • Kraken Solitary, Huge, Divine, Intelligent, Hoarder, Amorphous
    tentaculos (b[2d10+5] damage) 29 HP 4 armor
    Reach, Ignores Armor, Far

    El kraken que asola el mar de la peste, los Anthurianos se dirigen al combate para destruir a tan vil criatura. Instinct: Destruir

    • Crear tormentas
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