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  • ?? Lord of Disaster Solitary, Magical, Divine, Cautious, Planar, Terrifying, Fiend, Devil
    Thunderclap (d12+2 damage) 22 HP 3 armor
    Close, Ignores Armor
    Special Qualities: Slimy Skin, immune to electricity, breathe in water.

    Standing at a squat 6 foot tall, large slimy frog like head and bat-like wings, this Elite of Tarterus governs his layer of storms. It is said he is hidden far from other fiends in Tarterus. His only sense of compassion is for a hell hound he has tamed to guard his layer. When threatened he can summon a small thunderstorm within 1 mile of it's location. Its quaking fists can cause earth tremors and thunder clap can blast away foes app to 30 feet. Instinct:

      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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    • Rivenwood Elf Group, Stealthy, Organized, Intelligent
      Shining bow (d8 damage 1 piercing) 6 HP 1 armor
      Close, Near

      Protetors of the Rivenwood, these elves swore fealty to Princess Idreth Balefrost Instinct: to protect

      • Protect that which is deemed sacred
      • Fire a trick arrow
      • Reveal an ambush
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    • Salamander Solitary, Small, Stealthy, Organized, Intelligent
      Close, Near

      The Flamewalkers are old salamander warrior-priests. Able to manipulate magical flame. Of course, they're all dead, what's this guy doing here? Instinct: to trick

      • Dazzle the enemy with trickery and flame.
      • Make simple tricks look like fire magic.
      • Cower behind Salamander squishies
      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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    • Remorhaz Solitary, Huge
      Crushing Pincers (d10+5 damage 2 piercing) 20 HP 3 armor
      Forceful
      Special Qualities: Immune to fire and cold

      Remorhazes are fearsome predators living in the colder areas of the world. Their body generates a fearsome amount of heat, allowing them to easily bore, or more accurately melt, their way through glaciers and ice. This trait also allows some of the more powerful denizens of those frozen realms to use trained remorhazes as living forges. The heat is high enough to melt weapons if one is unfortunate and anyone striking it with a natural weapon suffers d8/d6 damage with the Fire Elemental tag. Instinct: To hunt

      • Grab and devour prey
      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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    • Zemlemer Horde, Intelligent
      Brutal Beatdown (d6 damage) 7 HP 0 armor
      Close
      Special Qualities: immune to Cold, Weak to Fire

      Cousin species of the yeti, but even less developed. Zemlemer barely have their own language and only fashion the crudest of tools, being only slightly more developed than gorillas. When threatened, they produce a pungent musk that makes them rather unpalatable to most predators. Instinct: To protect its teritory

      • Stink to high heaven
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    • Great Grub Solitary, Hoarder
      Tentacles (d12 damage) 12 HP 1 armor
      Close

      An unusually intelligent carrion caterpillar, fond of smoking. It can speak and, though generally no more helpful than any other creature of Voivodja, it is secretly bound to give out one useful piece of information per day (inevitably mixed in with lies and inane observations) and is thus occasionally recommended as an oracle. Though rather languid and apathetic, it will attack if it or its possessions are threatened. It lives on a mushroom with magical properties— anyone eating a piece from the eastern half will shrink and anyone eating from the western half will grow. (See Growing & Shrinking, p.24). Sometimes the Grub is the size of an insect, sometimes the size of a cat, sometimes he is human sized, and sometimes he is ogre-sized. The mushroom grows and shrinks with him. It never changes size while anyone is watching. Stats for all four sizes are given, assuming the foe is human- sized. Instinct: Lie and give information at the same time

      • Attack with Tentacles
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    • Singular Chromomental Solitary, Huge, Magical, Planar, Terrifying, Amorphous
      Fists of a single colour (d10+5 damage) 27 HP 5 armor
      Reach, Forceful, Ignores Armor
      Special Qualities: Blindingly brilliant form

      The powers of the prismatic spells are wondrous and dangerous. If things go wrong one can suffer their own effects or worse - a fragment of the prismatic colours escapes their 'flat' existence, becoming a Chromomental. Violent and crazed in a material, 'bland' universe, they only seek to inflict their colour whatever they may roam, until the energies empowering them dissolve away and their fleeting mayfly lives finally end with a burst of light. It is said red sets things ablaze, orange dissolves things, yellow is akin to being struck by lightning, green is poisonous, blue freezes things solid, and indigo petrifies. Violet is possibly the worst of all though, for they say it can cast those afflicted to the planar spheres with no way home. Instinct: To express its colour

      • Inflict its colour's sting with a touch
      • Unleash the powers of their colour
      • Flicker in and out of existence
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    • Clock Work (Modron) Group, Small, Organized
      weapon (d8 damage) 6 HP 4 armor
      Close, Reach

      Instinct: To justify, and honor.

      • spear
      • tele-wave connection
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    • Star-born Hulk Solitary, Large, Planar
      fists (d10+2 damage 2 piercing) 18 HP 2 armor
      Forceful

      This Hulking creature towers over an average human. It rends with its fists as a form of defense. Instinct: to destroy

      • Fist Slam
      • Answer from the Stars
      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 Guard Group, Organized, Intelligent, Cautious
      Military halberd (b[2d8] damage) 6 HP 4 armor
      Close, Reach

      A simple guard of the Serpentes Empire, who protects the Serpent Empress. Equipped with a halberd and a plate chestpiece. Bucklers adorn their scaled arms, with the symbol of Serpentes. Instinct: To serve

      • Grapple with an opponent
      • Call for reinforcements
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