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  • Mecha-insect Group, Construct, Amorphous
    sting (d8+2 damage 2 piercing) 17 HP 3 armor
    Close, Near
    Special Qualities: to guard

    The mecha-insects were designed to guard the halls and chambers of the Black Arm. They appear similar to various insects: mosquitos, centipedes, wasps ... but larger, and stranger, and more vicious. Instinct: to guard, to the death

    • Skitter or fly
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  • Manifested Umbral Spirit Solitary, Large, Stealthy, Magical, Intelligent, Planar, Terrifying
    Razor-edged claws (d10+2 damage 1 piercing) 20 HP 1 armor
    Special Qualities: Smoky form

    Umbral spirits are fell creatures, feeding on the misfortune of others. Luckily they are mostly ephemeral, and they fear the sun - physically and metaphysically. Strong positive emotions can be used to ward them away even, as such they lurk in ancient ruins underground waiting for their prey. But usually they are not too much of a threat if you're properly prepared.... but if one manifests fully, drawing upon stolen power and something to manifest within (flesh or matter of a less organic variety will suffice, it is said) then that's a different story. Supposedly their old weaknesses will still apply but my best advice for encounter such fell things is... don't. Instinct: To Feed and Toy

    • Inflict misfortune and calamity
    • Vanish into the shadows
    • Drain energy, heat, and light
    • Possess the living or dead
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  • Deranged Chef Solitary, Intelligent
    meat cleaver (d10+2 damage 1 piercing) 16 HP 1 armor
    Close

    "I spent 72 hours simmering these root vegetables. If you disturb them, it will only take me 72 seconds to sever both your thumbs as revenge." Instinct: to prepare haute cuisine

    • Violently insist on culinary perfection
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  • Skeletons Horde, Amorphous
    old weapons or skeletal limbs (d6 damage) 6 HP 1 armor
    Close

    "Beware old bones when you loot graveyards 'n crypts. You'll never know when foul necromancy has infused them With the will to destroy interlopers. They attack relentlessly, but use a Club and they stay Down. I use a fighter, or a cleric. Don't og robbing crypts alone!" -- A tomb robber making talk at a roadside inn Instinct: Attack the living with a resemblance of a life once lived

    • Assemble forth from various bones
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  • Shadow (undead) Group, Devious, Terrifying
    Oblivioun's Touch (d6 damage) 6 HP 0 armor
    Close
    Special Qualities: Shadow form

    "They're born of cursed necromantic lands, and I surmise a violent, untimely death is an antecedant. They're like dark images of humans once living, With nought but envy and cold hatred for the warmblooded. You don't see these is sunlight, no, but they spring forth from dark Places of Death." -- an old priest, once of repute Instinct: Snuff out the warmth of life

    • Emerge from shadows and attack
    • Freeze their hearts and scar their bodies
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  • Goblins Horde, Small, Intelligent
    Wicked swords and razor theeth (d6+2 damage) 3 HP 1 armor
    Close

    "They're small, but their longish limbs wield wickedly curved blades and their grins are unnervingly wide and filled With razor sharp shark theeth. They have long ears, and often display stuff from their kills from them or on the rest of their body. They hunt in packs of 6-18, or more, so no farm is safe 'round these parts. They live in dark Places, and come out at moonless knights" -- Palisade Guard, rural area Special: Take advantage to DEFEND against their "Young'uns" (unless you're a hafling). Their stats: 2 HP, D6, Horde, small **Attack viciously With theeth and blade** **Emulate their adult kin** Instinct: Don or eat the spoils of their victories

    • Attack viciously with blade, theeth and vile cunning
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  • Ogremoch Solitary, Huge, Elemental, Earth
    fists (2d12+5 damage) 24 HP 4 armor
    Reach, Forceful, Far

    Ogremoch is normally found in the depths of elemental earth, choosing caverns with black crystals and jagged rock spikes to serve as his throne room. He can enter the Material Plane through large and well-established nodes of elemental earth, with a little help from the proper rituals. Within such a node, Ogremoch wields great power. Ogremoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but contempt for mortals (or any other denizens ofthe Material Plane) and desires nothing more than to crush and subjugate whomever he encounters. What he can't crush, he endures and outlasts. Instinct: to destroy

    • Slam
    • Burrow
    • Create Elemental
    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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  • Arthax, Dragon King Solitary, Huge, Organized, Intelligent
    Dragonfire (d10+7 damage) 20 HP 2 armor
    Reach, Forceful, Ignores Armor, Far

    The black and red god. Worshiped by Salamanders. The Dragon King is more of a brute than he would like to think. But that won't help you. Instinct: To rule by force

    • Destroy with unrelenting dragonfire.
    • "Salamanders! Protext me!"
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  • Idrith Balefrost Solitary, Magical, Devious, Intelligent
    Frost touch (d8 damage) 16 HP 4 armor
    Close, Far

    A soft glow eminates from her pale skin. She is no mere Elf. The Frost Princess. Beware her. Instinct: To judge

    • Seek justice for the Elven people.
    • Cast something frosty.
    • Plant a piece of her soul.
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  • Shadowmire, Dragon of Doom Group, Huge, Intelligent, Planar, Dragon, Fiend, Devil
    claws (w[2d6+5] damage 1 piercing) 24 HP 3 armor
    Reach, Forceful

    Larger than an elephant, This Black Dragon has even corrupted by the fiends of Tarterus and thus becoming an Elite Ruler. Instinct: destroy

    • Acid Breath
    • Tarterus Uprising
    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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