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  • Crab Swarm Group, Diminutive, Swarm
    A lot of pincers (d8-4 damage) 6 HP 3 armor
    Hand, Ignores Armor
    Special Qualities: Aquatic

    Swarms of ordinary crabs, they use their numbers to tear larger prey apart in a frenzy of pincers. Instinct: To eat

    • Be very distracting
    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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  • Giant Crab Horde
    Pincers (d6 damage) 3 HP 3 armor
    Close
    Special Qualities: Aquatic, Darkvision

    Giant crabs are shelled omnivores native to the oceans. Opportunistic, they can be both scavengers and predators as the situation call for it. Instinct: To eat

    • Grab prey and crush it in their claws
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  • The Void King Solitary, Huge, Magical, Organized, Intelligent, Planar, Terrifying
    Laser Beams, near, far (b[2d12+3] damage) 24 HP 3 armor
    Reach, Far
    Special Qualities: Flying, Mind-boggling, Other-Worldly

    Instinct: make monsters to fight for it

    • Create monsters take over the world
    • Spells: Deleting, Exploding, Reflect
    • Create Monsters
    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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  • Feral Hog Horde, Small, Stealthy, Organized
    Tusks and teeth (d6+2 damage 1 piercing) 7 HP 1 armor
    Close, Forceful

    It is said that even the most secure of gardens cannot provide sanctuary to the young, old, or decrepit as long as these exist. Ready to show up in huge numbers on short notice, even the greatest of arms are insufficient. But legends tell of a weapon designed for fighting these creatures... Instinct: To feed

    • Appear without warning
    • Sniff out weaker prey
    • Squeal to alert more of them
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  • Time Demon Group, Magical, Divine, Intelligent, Planar
    Suffocating Grapple (d10+2 damage 2 piercing) 10 HP 4 armor
    Close, Ignores Armor, Far
    Special Qualities: Smoke form

    As they rise from the surface of the Lake of Time, their forms resolve into perfectly symmetric, angular humanoid shapes, smooth masks instead of their faces, the forms on their heads resembling short hair. They seem to differentiate one from another, somewhat, perhaps delineating their genders? There are exactly nine of them, and they emerge anywhere around their target on the material plane. Instinct: Hold the target out of time until it dies.

    • Appear next to a person that has been causing time fluctuations and stop it with its grapple.
    • They can return to the Lake of Time at any moment.
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  • Solitary, Large, Stealthy, Magical, Intelligent
    Breath weapon (d10 damage 2 piercing) 20 HP 3 armor
    Reach

    Instinct: To consume all

    • Illusory visions
    • Fire power
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  • Giant Squid Solitary, Large, Devious, Intelligent
    Giant Tentacles (d8+2 damage) 16 HP 0 armor
    Forceful, Reach, Near
    Special Qualities: Aquatic

    Living in the depths of the sea, the giant squid is a rare and dangerous sight. Not as large or devastating as the Kraken, the giant squid is still best avoided. Instinct: Defend its territory

    • Entangle in tentacles
    • Drag a foe to the depths
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  • Desert Drake Group
    Claw & Maw (b[2d8] damage 1 piercing) 6 HP 2 armor
    Close
    Special Qualities: Heat Resistance

    The Desert Drake is the less intelligent cousin to Salamanders and Dragons. They stalk the desert in packs, waiting for an unawares traveler to wander off path and toward them. They don't get much in the way of food, so they make every bite count. Despite being starved creatures, they are strong and can feed partially on the Sun's light. Unfortunately for them, the hunger will always persist. Instinct: To Feed

    • Attack with bestial hunger
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  • Kaorti Guardthrall Group, Magical, Organized, Intelligent, Terrifying
    Poles, chains, and other binding weapons (d8 damage) 10 HP 2 armor
    Close, Reach
    Special Qualities: Horrifying true form

    These figures at a glance are heavily armoured - their forms concealed by this. Even without the armour they look humanoid... vaguely orcish perhaps? But no they only have a slight relation to such creatures, some of them were made from them - others from any physically optimum specimen. You see the kaorti make monsters, but sometimes they need something both physically capable and more subtle and able to operate within the confines of their cysts. Sometimes rather than turning all their captives into other kaorti they turn the more physically powerful (especially those of more monstrous stock) into guardthralls - their wills and minds bound irrevocably to the kaorti's. Such a transformation is not simple but it is subtle, until their true nature is revealed - either willingly or through sufficient damage - and fact that this is more akin to a mass of tightly knit tentacles masquerading in humanoid form becomes apparent. Most lose their will to fight when confronted with such horrors. Instinct: To Guard

    • Seize and bind prisoners
    • Undergo a terrifying transformation
    • Ring a bell to summon more guards
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  • Doktor Manius Solitary, Stealthy, Magical, Devious, Organized, Intelligent, Hoarder
    Electrified walking stick (d6 damage) 12 HP 0 armor
    Close

    A mad transmutation wizard who is trying to create mindless super soldiers. Instinct: To create destructive horrrors

    • Make cruel experiments
    • Spring a terrifying trap
    • Cast a powerful transmutation spell on someone
    • Shortly control someone's body
    • Call the guards
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