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  • The King of Cheapside Solitary, Stealthy, Intelligent, Hoarder
    Rapier (b[2d10+2] damage 2 piercing) 12 HP 4 armor
    Close

    The King of Cheapside is a were-rat with three heads that is tall enough to loom menacingly over most humans. He is also the undisputed ruler of all criminal activities in the city and may pull strings in the royal court as well. He doesn't let enemies engage him directly, relying on his rat-ogre bodyguards for protection. If he he does have to fight, he's quite skilled with his rapier and will fight dirty as opportunities allow. He wears a mail shirt under his doublet and always carries smoke bombs in case he needs to escape. Instinct: Control the world from from the bowels of the ghetto

    • Disarm them with a swipe of his tale
    • Smash open a flask of choking gas
    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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  • Children of Hwaki'kiah Horde, Small, Organized, Intelligent, Hoarder
    Dirk (d4 damage 1 piercing) 3 HP 0 armor
    Close
    Special Qualities: Wings

    The Children of Hwaki'kiah appear to be a mash-up of human and seagull traits. They have heads like gulls but a roughly humanoid shape with long feathered arms that they tend to hide under loose cloaks. Their arms still function as wings for gliding or slowing a fall. They never wear shoes but their webbed, yellow feet are coarse and tough. They are almost as tall as humans but hunch in a way that makes them seem much smaller. The Children have a very flexible sense of group loyalty. They are always on the look-out for small, valuable goods and will produce nasty rust-covered dirks to get the owner to relinquish them. If they are not immediately successful, they'll call a larger group. These flocks will materialize rapidly and grow to fifteen or more assailants. Once the object is obtained, they will often forget the victim entirely and start fighting over who gets it. Instinct: Fight over trifles

    • Block all avenues of escape
    • Draw attention from more of the children
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  • Soul Servant Group, Divine, Terrifying, Amorphous
    Ghastly Chains (d10+2 damage) 13 HP 1 armor
    Close, Ignores Armor, Near
    Special Qualities: Alien Appearance

    The tortured servants of the Whisperers own race that she took with her to the new world. They have long since abandoned all hope of freedom, and even their own identities. They exist only to serve now, no matter the cost. Instinct: To Serve their Master

    • Sacrifice anything for master
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  • Djinn Solitary, Magical, Intelligent, Hoarder, Construct
    Scimitar (w[2d10] damage) 16 HP 4 armor
    Close
    Special Qualities: Innate Subservience

    The Djinn are a servant race from another world. They grant wishes to those who bind them, but their naive or literal understandings of language can cause them to be quite dangerous. Instinct: To Serve

    • Misinterpret Wish
    • Spell Mastery
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  • Soulforged Weapon Solitary, Tiny, Magical, Divine, Intelligent, Construct
    Slashing (d10+2 damage 1 piercing) 12 HP 4 armor
    Hand
    Special Qualities: Living Weapon

    Enchanted weapons made using the souls of great warriors. These trapped souls seek justice for their imprisonment within these weapons and will try to convince their new masters to help them get their revenge Instinct: To Avenge Themselves

    • Compel Wielder
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  • Stone Cobra Group, Small, Stealthy, Devious
    Vicious Fangs (d6 damage) 6 HP 3 armor
    Close

    The stone cobras are a strange race of burrowing snakes with stonelike hide who camouflage themselves in and around cave formations. They target prey much larger than themselves to share amongst a small group and use a poison that renders prey paralyzed before eating them alive. Instinct: To Hunt

    • Hide in Stones
    • Steathy movements
    • Paralyzing Poison
    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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  • Mad Spirit Group, Tiny, Undead, Devious
    Spectral Claws (d4 damage) 5 HP 1 armor
    Hand, Ignores Armor
    Special Qualities: Dominated Soul, Nightmarish Laugh

    Taking the form of a skull surrounded by a swirling mass of claws and teeth, these are the souls of dominated mortals who's bodies have finally rotted away. Even in death however their souls are not released from servitude, but being unable to Fullfill their masters wishes they are driven mad, and begin tormenting others around them Instinct: To drive others mad

    • Torment the living
    • Cacophony of Madness
    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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  • Hollowed Miners Horde
    Mining Pick (d4 damage) 7 HP 0 armor
    Close

    The miners of town who have fallen victim to the whisperers control. Its power compes them to mine until their bodies give out. They will defend each other if someone tries to prevent them from mining. Instinct: To Free their master

    • Dig Deeper
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  • The Wicked Whisperer Solitary, Stealthy, Magical, Devious, Planar, Terrifying
    Painful Hallucinations (d10 damage) 12 HP 0 armor
    Close, Ignores Armor, Far
    Special Qualities: Nightmare Inducement

    The disembodied voice of an otherworldly being who was buried alive. Now they seek to dominate the miners of the town and enslave them into uncovering her body and freeing her. Those they cannot control they scare away with illusions so realistic they can do real damage Instinct: To Free Itself

    • Whisper Comforting Lies
    • Tempt with Power or Riches
    • Dominate Minds
    • Weaken Mortal Will
    • Share Dark Secrets
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  • Gem Snail Solitary, Huge, Magical, Hoarder, Amorphous
    Arcane Bolt (d10+3 damage) 27 HP 5 armor
    Reach, Ignores Armor
    Special Qualities: Corrosive Body

    Gem Snails are the size of elephants and sustain themselves entirely on the arcane energy found inside gemstones. After consuming a gemstone they use it's materials to add to their shell. They have the intelligence of animals, but still manage to shoot forth rudenmentary spells using their stored up arcane energy. Instinct: To Consume

    • Absorb Arcane Gemstone
    • Spew Arcane Chaos
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