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  • Sunken Hoarder Solitary, Huge
    Crushing Grasp (d10+5 damage) 20 HP 1 armor
    Reach, Messy, Forceful
    Special Qualities: Underwater Breathing, Tentacles

    These huge creatures spend their time sitting on the ocean floor looking through their hoard of detritus. Once disturbed however they swim to the surface where they tower over all that moves above. They demand tribute from all that pass through their domain and failure to do so will result in you joining their hoard. Half rocky, covered in barnacles, their troll like appearance is deceptive. If their hands don't crush you their lower tentacles will surely bring you to a watery grave. Instinct: To hoard

    • Demand toll
    • Grab and crush
    • Drag down
    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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  • Fallen Adventurers Group
    Cold and Pitted Steel (b[2d8+2] damage) 6 HP 4 armor
    Close
    Special Qualities: Puppet

    The party made it inside the forgotten tomb only to die immediately. They all wear scale mail, and the leader wields the "Fate Cutter" but can't use it beyond a simple longsword as its intelligence is long gone. Instinct: to follow orders

    • Move unpredictably
    • Sacrifice one member to lock down an enemy
    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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  • Wight Solitary, Intelligent, Hoarder, Terrifying
    Longbow (b[2d10+2] damage) 14 HP 2 armor
    Close, Reach, Near, Far
    Special Qualities: Emaciated rotting flesh

    The horrifying visage of the wight grants them an advantage as its prey often freezes in place upon seeing it. Though no longer able to speak, its intelligence is clear in the tactics it uses when it does need to get into a fight. Instinct: To destroy the living

    • Raise those it has recently slain
    • Recover by draining life out of a creature it can touch
    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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  • Serpent's Eye Alchemist Group, Stealthy, Magical, Devious, Intelligent, Hoarder
    Alchemical grenade (d6+2 damage 2 piercing) 14 HP 3 armor
    Close, Forceful, Near

    Alchemists working for the Serpent's Eye, trusted with the secrets of how to make the dragon-blood "steroids". You don't have to be crazy to be one of them....but it certainly helps. That they've been partially transformed also helps. Clearly fond of experimenting, and adventurers make great test subjects. Instinct: Dissolve the bonds and barriers of society

    • Concoct alchemical solutions...and alchemical problems.
    • Grenades can blind or bind as well as blow up
    • Alchemy solves EVERYTHING!!!
    • Acid and fire that linger on armor and skin
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  • Haemlyn transformed Solitary, Huge, Magical, Divine, Intelligent, Planar, Terrifying
    Corrupted tentacle (b[2d10+9] damage 3 piercing) 30 HP 6 armor
    Reach, Forceful, Near
    Special Qualities:

    Instinct: Kills

    • Destroy everything
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  • Hasmlyn Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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  • Hasmlyn Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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  • Grakhirt the Assassin Solitary, Stealthy, Magical, Devious, Intelligent, Hoarder
    Poisoned Dagger (d8+2 damage) 12 HP 0 armor
    Close

    Grakhirt is an assassin/illusionist and uses all of his abilities very well. Beware. Instinct: to avenge his father

    • Cast spells
    • Strike with a hidden blade
    • Befuddle with illusions
    • Strike with a posioned blade
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  • Mudman Group, Amorphous
    Bash (d8 damage) 7 HP 1 armor
    Close, Ignores Armor, Near
    Special Qualities: Immune to non-magical weapons, Immune to acid, Immune to poison

    Mudmen are formed in pools of mud where enchanted rivers (even mildly enchanted ones, such as a stream eroding a magical structure) collect and evaporate and concentrate the dweomer. Because they are creatures of magic, mudmen are sometimes called dweomerlings. Mudmen are unintelligent life forces with but one goal – to protect their pools against intruders. When aroused into a physical form, mudmen take on the appearance of animated mud in a stocky humanoid shape, about 4’ tall. Their coloration varies between a dirty brown and tar black. They have four thick fingers on each hand. Their legs stay submerged within the pool and are not usually visible. Their eyes are pools of jet black shadow. Mudmen have two states: rest and activity, the latter of which solely involves killing intruders. A mudman’s pool varies in size between 20 and 200 feet in diameter. Such pools are often found near waterfalls. Instinct: to defend the magic

    • Fling mud to slow foes
    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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  • Kampfult Solitary, Stealthy, Devious, Amorphous
    Whips and Grapples (d8 damage) 15 HP 3 armor
    Close, Near

    Kampfult have a four foot tree trunk base with twelve limbs, six to move and six to attack. Kampfults use their six extended arms to attack and grapple multiple foes. Once grappled, the foes are be suffocated and crushed. The trunk is the only part that actually takes damage, as they can regrow limbs over time. Instinct: to lurk and grapple

    • Attack multiple foes
    • Attack from camouflage
    • Grapple and strangle
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