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  • Herald of Nightmares Group, Small, Magical, Devious, Planar
    Screech (d4 damage) 6 HP 1 armor
    Close, Ignores Armor, Near

    Description Instinct: To disrupt magic to fuel its summoning

    • Summoning demons
    • Magebane screech: interrupts/dispells magic
    • Communicate with demonkind
    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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  • Aesthetician Statue Solitary, Large, Magical, Devious, Construct, Amorphous
    Stone arms (d10+2 damage) 27 HP 5 armor
    Forceful
    Special Qualities: It will not stop unless broken or allowed to complete its

    The aesthetician statues of Zerzura are strange beings that do not want "violence" in the proper sense, but will violently force transformation on anyone or anything they view as "ugly," or even "insufficiently beautiful." Such transformations can change one's clothing, appearance, or even species--painfully, and possibly lethally. Death is preferable to ugliness in the minds of its long-gone creators. Instinct: Force beauty upon the world

    • Change its shape to defend itself
    • Permanent alteration of body
    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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  • Eanwulf Organized, Intelligent, Hoarder
    Cutlass & bow (b[2d10] damage) 12 HP 4 armor
    Close, near
    Special Qualities: Captain of the Slave Lords

    Captain Feetla Eanwolf, commands the pirate fleet of the slave lords. He is a cruel and brutal man, who brooks neither dissent or failure. Instinct:

    • Command the pirate fleet
    • Make a brutal example
    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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  • Targil Stealthy, Hoarder, Intelligent
    Wand & Blade (d4+2 damage 1 piercing) 6 HP 2 armor
    Close, Far
    Special Qualities: Agent of the Slave Lords

    Targil often poses as a magic-user, wearing robes and carrying a wand. He is a political radical, working for the slavers since they are hastening the collapse of the current rulers of the area. Instinct: Overthrow the state

    • Manipulate someone
    • Attack from an unexpected angle
    • Report back to the slavers
    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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  • Agnar Ock
    Broadsword (b[2d8+2] damage) 6 HP 3 armor
    Close
    Special Qualities: Agent of the Slave Lords

    Agnar is not an overly clever fellow, relying on his animal instincts to see him through most situations. He has a natural savagery that comes to the fore in combat, seeing him through many deadly encounters. In other situations, he lets Targil do the thinking. Instinct: Spill some blood

    • Unleash his natural savagery
    • Let Targil do the thinking
    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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  • Crococat Horde, Large, Stealthy, Hoarder
    bite (d6+4 damage 2 piercing) 11 HP 2 armor
    Forceful
    Special Qualities: water breathing, cat's grace

    Instinct: to kill

    • suddenly strike from the water
    • drag under water
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  • Mountain Ghost, Boss Solitary, Huge, Magical, Divine, Intelligent, Construct
    Blade, stomp (b[2d12+7] damage 2 piercing) 26 HP 6 armor
    Reach, Forceful, Near
    Special Qualities: Posessed by the spirit of the Arch-Druid

    Huge many-limbd spider, made entirely out of obsidian, full of veins of precious ores and crystal. The only vulnerable spots of the creature are the belly-"mouth" for a short amount of time while breathing ore/shards & the large runes on the back of the creature. The (3) runes can only targeted from range, when at least 3/10 legs are damaged and not regrown yet. Or if someone gets on the back of the ghost into melee-range of the runes. Instinct: to destroy intruders

    • Protect the Main Gate
    • Grow a huge blade from molten ore or crystal..
    • Spew molten ore & crystal shards.
    • Jump & crushing landing
    • Control elements (cold, heat, water, earth)
    • Grow spikes from the main body for defense.
    • Regrow limbs
    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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  • Mountain Ghost, Swarm Horde, Magical, Organized
    Stone fists. (d8+4 damage) 7 HP 3 armor
    Close, Forceful
    Special Qualities: Be one with the stone.

    Instinct: to destroy intruders

    • Protecting the Main Gate.
    • Conjure a weapon/shield of molten ore (1d10, AP).
    • Fire a flare of molten ore.
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  • Star Trek Ruk Solitary, Intelligent, Construct
    Strike (d12+2 damage 2 piercing) 20 HP 0 armor
    Close, Forceful
    Special Qualities: Android, Master of voices, Silent movement

    Ruk was an android built on Exo III half a million years before the 23rd century by the Old Ones. Ruk was tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite his size, he could move silently and gracefully, making him an extremely dangerous physical opponent. He could duplicate voices effortlessly – his actual voice was very low-pitched and gravelly. He was discovered in the underground ruins of that planet in 2261, by Dr. Roger Korby, where he was still tending the machinery the Old Ones had left behind. Even he did not remember how many centuries he had been doing this work. Ruk helped Korby learn how to use the ancient machinery, including the android duplicator. With Ruk's help, Korby built other androids, including Brown and Andrea. In 2266, Captain James T. Kirk and Christine Chapel arrived at Exo III in search of Korby. By then, Korby had reprogrammed Ruk to serve him, and had devised a scheme to infiltrate android duplicates into society slowly and carefully. As part of that scheme, Korby and Ruk imprisoned Kirk and Chapel, and built a duplicate of Kirk to take control of the USS Enterprise. Instinct: Corrupt by offering power

      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, Intelligent, Construct
      Strike (d12+2 damage 2 piercing) 20 HP 0 armor
      Close, Forceful
      Special Qualities: Android

      Ruk was an android built on Exo III half a million years before the 23rd century by the Old Ones. Ruk was tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite his size, he could move silently and gracefully, making him an extremely dangerous physical opponent. He could duplicate voices effortlessly – his actual voice was very low-pitched and gravelly. He was discovered in the underground ruins of that planet in 2261, by Dr. Roger Korby, where he was still tending the machinery the Old Ones had left behind. Even he did not remember how many centuries he had been doing this work. Ruk helped Korby learn how to use the ancient machinery, including the android duplicator. With Ruk's help, Korby built other androids, including Brown and Andrea. In 2266, Captain James T. Kirk and Christine Chapel arrived at Exo III in search of Korby. By then, Korby had reprogrammed Ruk to serve him, and had devised a scheme to infiltrate android duplicates into society slowly and carefully. As part of that scheme, Korby and Ruk imprisoned Kirk and Chapel, and built a duplicate of Kirk to take control of the USS Enterprise. Instinct:

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