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  • Cyclops Shaman Solitary, Large, Magical, Intelligent
    staff (d12+2 damage) 16 HP 1 armor
    Forceful, Reach

    Instinct: Honor the Old Ways

    • Take what was offered
    • Enforce a forgotten law of nature
    • Reveal an unfortunate future
    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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  • Hangya Horde, Organized
    Bite (d6+2 damage) 3 HP 2 armor
    Close
    Special Qualities: Wings

    Mantis like humanoids with partially functioning wings Instinct: Protect the jungle

    • Attack from flight
    • Release pheremones to call for assistance
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  • Asura Solitary, Large, Divine, Organized, Intelligent, Cautious, Terrifying
    Great Sword (one in each pair of arms) (b[2d10+2] damage) 18 HP 4 armor
    Forceful, Near
    Special Qualities: 6 Arms, 3 Heads, 9 Faces

    From Yoon-Suin: A race of mighty spirits exiled from the great mountains of Upper Druk Yul long ago and cursed to wander the low places of the earth. The have three heads, each with three faces, and four or six arms. They are wrathful, proud, vengeful, boasting, jealous, and deceitful. Instinct: to destroy

    • Attack multiple targets at once
    • Call for help from the devoted
    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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  • Wanderer Horde
    Uncoordinated biting and scratching (d4 damage) 3 HP 0 armor
    Close

    When descending into the depths of Hell, one can easily become lost. Such is the case of the Wanderers: adventurers who dared enter through the gates, in search of fame, loot or lost friends, only to find an eternal struggle for a way back out. Their endless strides through the halls of Hell has left the Wanderers confused to the point of insanity; their fears have taken hold of their every action. When they encounter another humanoid, they will attack without reason. Beware: though they are individually weak, there are countless poor souls who wander these grounds... Instinct: To search for a way out

    • Attack on sight
    • Flee and hide
    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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  • Lord Scurlock Solitary, Magical, Stealthy, Intelligent, Hoarder
    Energy drain (d10 damage) 20 HP 4 armor
    Close, Ignores Armor, Far

    Instinct: To seize power

    • Drain life to sustain himself
    • Discard this body to find a new one
    • Summon a demonic servant
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  • vampire shack Solitary, Huge, Stealthy, Intelligent, Terrifying, Amorphous
    touch necromancy (d10+3 damage) 27 HP 2 armor
    Reach, Ignores Armor
    Special Qualities: undead

    the vampire does not retreat to a coffin. Rather it becomes architecture waiting to be loved and lived in by mortals, sharing emotional symbiosis. If it is starved of this love and life it becomes twisted and hungry. Instinct: to consume

    • feed
    • empathic torment
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  • Undead Tribal Shaman Group, Magical, Devious, Organized, Intelligent, Terrifying
    Chains wreathed in magical fire (w[2d6] damage) 10 HP 0 armor
    Close, Reach, Far
    Special Qualities: Rotting flesh and open putrid wounds

    This tribal shaman refused to stop caring for its people once it died. Instead, it continued to live despite grievous wounds and disease. Though its breath stopped, its pulse grew still, and its flesh became cold as the air around it, its sense of duty continued. It does not prefer violence, but if the tribe or its ability to perform its sacred duties are threatened, it will respond with magical fire, corruption, and confusion. Instinct: To feed its people flesh

    • Protect the tribe
    • Unleash fire, confusion, or corruption
    • Twist the mind of an enemy
    • Call for protection from the tribe
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  • Drowned Gaoler Solitary
    A weapon wielded in life (b[2d10] damage) 20 HP 3 armor
    Close, Near

    This gaoler was well-outfitted for his duties on a prison ship when it sank. Sent back to the physical world for some unknown reason, it walked along the sea floor until it came from the waves. Now it seeks to imprison the living in the ultimate jail: death. Instinct: To imprison the living in death

    • Take the frontline
    • Attack with skill-at-arms
    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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  • Frenzy Demon Group, Planar
    Claw (b[2d8+2] damage) 6 HP 1 armor
    Close

    These guys didn't start out bigger or stronger than their siblings. They were just meaner. Instinct: Frenzy all the way

    • Enter a frenzy
    • Incite another demon to frenzy
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  • Sahuagin Sorcerer Solitary, Magical, Organized, Intelligent
    Coral wand (d10 damage) 12 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Scent, Blood Frenzy, Aquatic

    Sahuagin sorcerers believethey can increase their own strength by eating the bone marrow of other sorcerers. Their leech-like mouths flare wide whenever they scent another natural spellcaster. Instinct: Steal the magic of other sorcerers

    • Eat the bone marrow of other sorcerers
    • Curse an enemy with the drowning curse
    • Fish a ghastly concoction out of its robes and use it
    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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