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  • River Drake Group, Small, Devious
    Teeth (d4 damage 1 piercing) 6 HP 0 armor
    Close, Near
    Special Qualities: Swimming

    Instinct: To eat

    • Suffocating Breath
    • Quick movements
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  • The Thunder Bird Solitary, Huge, Divine, Intelligent'
    Summon Lightening (d10+3 damage) 26 HP 4 armor
    Reach, Far
    Special Qualities: Weak to Poison

    A huge bird that makes thunder by flapping its wings and lightning by blinking its eyes. The Thunderbird brings rain. It guards and protects people. It gives warriors power. The Thunderbird was summoned from the ether for the express purpose of fighting the underwater spirits. They were also used to punish humans who broke moral rules. The thunderbirds live in the four directions and arrive with the other birds in the springtime. Instinct: To battle water monsters, to punish humans that break moral rules

    • Knock opponents over with strong gusts from its wings
    • Summon Lightening from the skies
    • Scratch and pierce enemies with sharp talons
    • Dropping enemies from great heights
    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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  • Mishepeshu (The Water Panther) Solitary, Huge, Divine, Intelligent
    Claws, Fangs (d12+3 damage 1 piercing) 26 HP 3 armor
    Reach
    Special Qualities: Poisonous, Weak to Lightening

    Resembling a huge panther with horns, a long tail, and scaled skin, this water panther is a powerful creature believed to dwell beneath lakes, sometimes venturing upstream. It's True Name is not known with great certainty, but historians have hypothesized that it is related to the town, the lake, or the mountains. Athertonians have always offered reverence to the creature before taking from its waters by sprinkling the water with the prevalent herb, Alkadelphin. Although it is a spirit of great power, it is not the embodiment of evil. It can be destructive, but is also said to bestow great blessings to those it favors, going so far as to use healing powers. Instinct: To siphon energy; To consume

    • Ambush from the Shadows
    • Drown enemies underwater
    • Claw and Bite
    • Heal damage taken
    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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  • Fell Hound Group, Intelligent
    Fell Fire Bite (d8 damage) 10 HP 0 armor
    Close, Ignores Armor

    Once they discovered the Fell Fire, some of them volunteered to help further their goals. What better form than a hound that track not only by smell of the prey but also by the smell of their magic. Unrelenting, they never tire until they return. If they manage to get away that will mark them. They will surround them. They are unrelenting. While they appear as pony sized sleek hounds with a jagged maw that breathes forth the Fell Fire, they have been known when needed to transform back into their once human forms. But still, they are a Fell Hound. Instinct: Hunt its prey for the Masters

    • Corners it prey through unnatural collaboration
    • Mark them with the Fell Fire to make it easier to track them and chase them in their dreams
    • Transform back to a man and circle them with the Fell Fire
    • Make a surprising leap over the prey to land behind the prey with a trail of Fell Fire
    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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  • Nymph Elderblooded Solitary, Magical, Divine, Organized, Planar
    Sylvan Blade (10+2] damage) 18 HP 6 armor
    Close
    Special Qualities: Can communicate with animals

    Nymph ELderblooded are ancient nymphs who through the ages have grown in power that they have reached the upper echelons of power in the fey world. Those who manage to push themselves further can become Eldest themselves, though few manage such a legendary feat. Instinct: To protect its home

    • Can blind people with their beauty
    • Can teleport once per day
    • Grants artistic inspiration
    • Can stun with a glance
    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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  • Plague Knight Group, Intelligent, Terrifying
    Jagged Blade and Shield (b[2d8+2] damage 2 piercing) 10 HP 4 armor
    Close, Reach
    Special Qualities: Abhorrent Armor, Putrid Stench

    Servants of the Lord of the Afflicted, Bayemon, the Plague Knight is capable of rending flesh and metal alike with its terrible jagged blade, a 4 foot monstrosity of metal covered in disease and waste. Wounds inflicted by these terrible weapons immediately rot and become gangrenous, a "gift" given by Bayemon. Instinct: To spread Bayemon's blessing

    • Maim flesh and bone
    • Turn flesh necrotic
    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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  • Norn Solitary, Large, Magical, Intelligent, Planar
    Shears of Fate (d10+3 damage 4 piercing) 20 HP 6 armor
    Special Qualities: Blindsight, Truesight, Arcane Sight, Regenerate 2 unless exposed to cold iron, Cannot be ambushed or mind read, Immune to cold, Resistant to Electricity, Acid and Fire, Speaks all languages

    Norns are the fey incarnation of fate and destiny. While the future is far from set in stone, norns are some of the few beings capable of delivering even remotely accurate prophesies. Combined with this, these towering fey also posses the ability to alter the whims of fortune and can summon the threads of life of other people to snip them in half. Instinct: To observe fate

    • Can force players to reroll Defy Danger rolls
    • Divine the past, present and future. Can change shape
    • Can attempt to snip the targets life thread, resulting in death/d20/d6 damage with the Ignore Armour tag
    • Gains +5 forward when combat starts
    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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  • Ankou Solitary, Large, Stealthy, Magical, Intelligent, Planar, Evasive
    Cold Iron Claws (d10+1 damage 1 piercing) 16 HP 0 armor
    Hand, Bleeding
    Special Qualities: Blindsense, Flight

    Ankou are fey incarnations of assassination. As such, they are perfectly adapted to take down fey, their claws easily slipping through the defense of their kindred. It the world of fey, they never lack for work, for death can be meted out for any number of reasons among the capricious fey. Instinct:

    • Damage die upgrades by one step when ambushing
    • Once per day, can summon four shadow duplicates, though they only possess 3 HP each
    • Can create darkness, make itself silent and fires blasts of weakening magic
    • Gains Ignore Armour against fey
    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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  • Zomok Solitary, Gargantuan, Magical, Intelligent, Planar
    Crushing Bite (d12+7 damage 5 piercing) 24 HP 0 armor
    Reach, Forceful, Swallow Whole
    Special Qualities: Darkvision, Tremorsense, Immune to sound, Weak to fire, Flight

    Zomoks are primordial beings that live in the woods and protect them. Their mood and personality shifts with the passing of the seasons, matching the change of their home. Instinct: To protect the forest

    • Breathe a cloud of wines and rocks that deals d12/d6 damage with the Entangling tag
    • Can command plants and quench fire
    • Thrice, may teleport through a forested area, healing 6 HP as it does
    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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  • Tarn Linnorm Solitary, Colossal, Devious, Intelligent, Planar
    Twin Chomps (d10+11 damage 5 piercing) 28 HP 4 armor
    Forceful
    Special Qualities: Amphibious, Darkvision, Truesight, Immune to flanking, acid, curses, mental manipulation, paralysis, Entangled, poison and sleep, Regenerate 3, Flight

    Tarn linnorms are some of, if not the most, dangerous species of linnorm in terms of raw inborn power. A strange quirk of genetics has resulted in them becoming double-headed, which leads to a variety of colorful personalities, as the two heads have individual minds. Tarn linnorms often lair in large lakes, where they can sleep for months or even years if it suits them. Instinct: To endure

    • Breathe toxic acid, which deals d12/d8 damage and inflicts the Weakened debility
    • Injects a poison that inflicts acid damage and sickened debility
    • Curse the one who defeats it with immunity to healing
    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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