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  • Villager Horde, Organized, Intelligent
    Torches & Pitchforks (w[2d6] damage) 3 HP 0 armor
    Close

    The villagers of Blackport live in a constant state of fear. Horrible visions plague them at night, whispers come to them from the darkness, and the looming threat of the Cromwell estate and whatever horrors lie within keeps them from leaving their homes unless absolutely necessary. Many have fled the town, and those who remain are either too ill or too old to leave, or they're kept here by some insane sense of loyalty to the place they once called home. Instinct: To survive

    • Focus on survival
    • Plan their exodus
    • Sound the alarm when a threat is revealed
    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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  • Margo the Innkeeper Solitary, Intelligent
    Cudgel (w[2d8+2] damage) 12 HP 0 armor
    Close, Forceful

    Poor Margo has had a rough lot in life. Her father ran The Sailor's Rest, the local inn, until he was stabbed to death during an argument with a patron when she was but a girl. Her older brother took over the inn for a decade or so, but he went off to war and died a soldier's death leaving her the sole proprietor of the old rundown inn. She married once, but her husband died at sea, and ever since Margo has learned to rely on no one but herself to get by. Fast approaching middle-age, Margo is starting to wear down. She can't swing her cudgel like she used to, but the patrons don't know that, so they mostly keep in line. These days, all she thinks about is keeping the inn running and making sure she always has food on the table, a bed to sleep in, and a roof over her head to keep away the rain. Instinct: To keep her business afloat

    • Keep the patrons in line
    • Run the business
    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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  • Shas'El Pech Jaxnera, The Unconquerable Solitary, Large, Magical, Divine, Intelligent, Cautious, Terrifying
    Great Toothy Sword (b[2d12+3] damage 2 piercing) 26 HP 4 armor
    Forceful, Reach
    Special Qualities: Screaming Armor

    Instinct: To hunt

    • Find that which contains the most life.
    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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  • Hulk Solitary, Large, Intelligent
    Fist Slam (b[2d10+2] damage 2 piercing) 20 HP 5 armor
    Forceful
    Special Qualities: Skin is tough

    The Hulk is a product of radiation exposure. This poor soul experienced so much gamma radiation that it was transformed into a anger filled brute. He has unbelievable strength and endurance. His skin can withstand sharp blades and bullets bounce off him. The longer the battle the more rage filled he becomes. Instinct: Attack in anger

    • Smash
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  • Cult Acolyte Group, Magical, Organized, Intelligent
    Ritual dagger (d6 damage) 6 HP 0 armor
    Close, Reach

    Mad followers of an ancient and malign entity of godlike power. Instinct: To manifest their foul god's twisted vision for reality

    • Ritualistically scar the unworthy
    • Invoke the Outer Gods
    • Call to the master
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  • Horde, Tiny
    (d6-2 damage) 3 HP 0 armor
    Hand

    Instinct:

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  • Orc Flamewarden group, magical, organized
    War Club of the Flamewarden (d6 damage) 6 HP 0 Armor
    cose
    Special Qualities: Immune to all fire

    Protectors of the forest from fire. The warclub in their hand can strike the ground and extinguish any fir within a near radius. Usually patrol in groups of 2-4. They are protected by an enchantment that lets them ignore all heat and flame, magical or mundane. Instinct: to protect their home

    • extinguish flames
    • call the horde
    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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  • Splintercat Solitary, Small, Fast
    Head butt (b[2d10] + 2 damage) 6 HP 3 armor*
    Near, Forceful
    Special Qualities: Always foul tempered, 3 Armor *only* on head

    If you can do something to relieve the its constant headache, it will probably leave you alone. Instinct: to destroy trees (and anything else in the way) looking for food

    • reduce trees to splinters
    • attack from high places
    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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  • Colossal Demonic Spider Solitary, Huge, Stealthy, Planar, Terrifying
    Venomous mandibles or whipped razorwebs (d10+3 damage 1 piercing) 20 HP 1 armor
    Reach, Near
    Special Qualities: Agonizing hairs

    They say they have a patron, you know? Some grim mistress who lives in great and terrible webs in some dark place, nurturing these things and then letting them slip into the world through the cracks in the walls, to hunt and prey upon any who dare fall into their midst. But they say they are just stories... but the things you hear from the dwarves sometimes... Instinct: To serve its master

    • Spin webs of razorwire
    • Appear from above or below
    • Inject paralysing venom
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  • Gargantuan Demonic Scorpion Solitary, Huge, Planar, Terrifying
    Pincers and stinger (d10+5 damage 3 piercing) 20 HP 2 armor
    Reach, Forceful
    Special Qualities: Corrupting ichor

    Scorpions can get pretty big in the mortal world? That's nothing compared to the predators and 'animals' that take form in the lower depths. They say a harsher environment makes harsher creatures... I can't think of anything harsher than the lower planes... Instinct: To serve its master

    • Sting with hallucinogenic venom
    • Hunt mortal prey unerringly
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