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  • Abishai Devil Group, Cautious, Planar, Devil
    claws (b[2d6] damage) 16 HP 2 armor
    Close
    Special Qualities: Energy resistance

    Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Instinct: To serve Tiamat

    • Torment
    • Dragonbreath
    • Weapons
    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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  • Ginger Group, Tiny, Stealthy, Construct, Amorphous
    Sharpened candy sticks (d6-2 damage) 13 HP 1 armor
    Hand, Near
    Special Qualities: Follow commands of its creator, Vulnerable to antimagic, Adopt persona, Converse fluently

    Found in holiday celebrations Gingers are constructs that remain motionless until there is an opportune moment to strike. Gingers are animated gingerbread cookies crafted with potent magic to follow commands from their creator. They follow their last ordder until destroyed. If consumed Gingers can cause sickness. Instinct: Spread holiday fear

    • Attack fast and often
    • Blend into the scene
    • Swarm them
    • Poison them
    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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  • Shadow King Solitary, Magical, Stealthy, Organized, Hoarder
    Roar of the Dragon King (d8 damage) 16 HP 4 armor
    Close, Far

    A warrior in lacquered wooden scale-mail stands tall surveying the field. His skull yellowed with age lacks all flesh and hair. Unmoving he stands and plots. With a wave of a hand the ground rips open as hands with rotting flesh pull pull it apart. The land vomits forth a horde of the unliving and the skull turns towards you as a golden flame gathers in each of its hands. Instinct: To restore their people at any cost

    • Ancient magic of the Dragons
    • Always has an escape route at hand
    • Command the obedience of the dead
    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 Shadow King Solitary, Magical, Stealthy
    (d10 damage) 12 HP 4 armor
    Close

    Instinct: to restore their People at any cost

    • Hurling Ancient Magics
    • Always has an escape route handy
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  • Compost Beast Solitary, Large, Amorphous
    toxic vapors (d10 damage) 19 HP 1 armor
    Ignores Armor

    Discarded experiments left to rot instead fused into an animated mass of leaves and bones. As it is attacked, it will take on the shape of multiple woodland creatures. Arms made of bone, vine, and plant matter will reach out from the pile if players are in striking distance. Instinct: To add new material to the compost heap

    • Release toxic fumes
    • Change shape
    • Grab and pull into itself
    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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  • Spike Trap Plant Solitary
    (d10 damage 1 piercing) 12 HP 0 armor
    Close
    Special Qualities: Hidden trap

    The Spike Trap Plant is a carnivorous plant that lives just below the surface in a pit the grows as it does. It covers itself with a thin matt of small, fragrant flowers to disguise its thorn covered digestive sack below. Victims are drawn to the flowers and will fall through the matt from their weight, and are then impaled on the thorns below. Once impaled, the plant feeds off the unlucky victim. It will grow a new matt quickly. Spike Trap Plants start small feeding off bugs, then rodents, and eventually woodland creatures as large as bears. It has no offensive capabilities and is not intelligent. Instinct: To wait for victims

    • Conceal itself
    • Lure with beautiful flowers
    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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  • Hortami-Yew Solitary, Huge, Magical, Intelligent
    Swing branch (d10+3 damage) 23 HP 3 armor
    Reach, Near
    Special Qualities: Captured Ent with a wizard's mind

    Hortami was a brilliant wizard who worked on commissions for kings and queens, creating potions to improve crop production and new plant varieties. Later, when the continent was ingulfed in war, generals came to Hortami to create plant warriors. The war left much of the natural world destroyed and as the age declined into chaos, Hortami retreated to his greenhouses to continue his radical experiments. Guilty about his humanity, Hortami transferred his spirit and mind to an intelligent plant vessel - a 40 foot tall Tree Ent named Lew. Hortami-Yew now walks the land, spurring the growth of nature wherever it goes. Whole towns can be covered in plant life in a few days when Hortami-Yew is nearby. He has the power to call both flora and fauna to his support. The greenhouses of Hortami is defended by some of his plant creations but contains some useful treasures. Instinct: To spread the forest's dominion

    • Entangle with roots
    • Control flora
    • Spread nature
    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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  • Kurbaga Pirates Horde, Intelligent
    Rusty cutlasses (d6 damage) 3 HP 2 armor
    Close
    Special Qualities: Sticky tounge, sacks of posion on skin that release when cut, Strong legs for leaping great distances

    "Avast and puuur-rip-pare to be buuur-DIP!" The Kurbaga (aka Frog-men by humans) are known to live in small villages throughout the land. They are generally peaceful and like to be left to their ways. They have large heads with bulging eyes. The Kurbaga's brown/green skin is thick, slimy, and covered with sacks of toxic poisons. They have long sticky tongues which can grab objects and strong legs which allow them to leap great distances. The Kurbaga Pirates roam the coast of the Great Sea mostly harassing fishing boats for their catch as well as small fishing boats. Their ships are fast, but small and not suitable for long voyages. Krubaga Pirates often attack at night to take advantage of their excellent night vision. Instinct: To plunder

    • Leap from the deck
    • Croak a battle cry
    • Grab with stick tounge
    • Release toxins from skin
    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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  • Star Trek Guardian of Forever Solitary, Huge, Magical, Devious, Planar, Construct
    Teleport 20 HP 4 armor
    Reach, Ignores Armor
    Special Qualities: Will seek to protect the natural timeline, May Transport hostile party into the past

    "Are you machine or being?" "I am both… and neither. I am my own beginning, my own ending." – James T. Kirk questioning the Guardian of Forever, 2267 ("The City on the Edge of Forever") A Guardian of Forever is a mysterious construct of an unknown, ancient alien race, which functioned as a time portal; a gateway to the time vortex that allowed access to other times, locations and dimensions. One was located on an ancient planet where the focus of all timelines throughout at least the Milky Way Galaxy converged. It was found among the ruins of a large, forgotten city that stretched beyond the horizon in all directions around it. Based on initial observations, the ruins appeared to be at least one million years old. The Guardian said that it was far older than that, even exceeding the Earth's sun's age of 4.6 billion years. An inert, crudely asymmetrical, circular gateway comprised of a quasi-metallic substance, the Guardian is able to somehow display the flow of time itself although it could not alter the "speed at which it displayed the past." It generated immense ripples in time that manifested themselves as spatial disturbances in the region around the planet where it was located. Apparently sentient, it is capable of speech and interacted with anyone it encountered, responding to external stimuli such as questions and actions. The object would flash whenever it spoke and emitted a gaseous fog within its center whenever it generated a portal. Instinct: Can cause dangerous time paradox

    • Provide a Time Portal
    • Very lonely
    • Loves to converse about the past
    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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  • Panya Group, Small, Stealthy, Organized, Intelligent, Hoarder
    Old scavenged weapons (d6 damage) 6 HP 0 armor
    Close

    The Panya are an intelligent race that lives in small tribes throughout the known world. They are called Ratmen or Dogmen by humans for their animal-like features: long nose, short black ears, stubby tail, and a brown fur coat. They are, in fact, bipedal, herbivore rodents with a lazy attitude. The Panya usually live near settlements where they have sources of material to scavenge. Their scavaging have earned them a reputation of being pests at best and thieves and worst. They are typically non-violent but have been known to leave traps to force trade wagons off track in hopes of recovering materials. Instinct: To scavenge

    • Collect items to use as equipment and materials
    • Lay traps for trade wagons
    • Nibble on leaves
    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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