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  • Solitary, Huge, Stealthy, Magical, Intelligent, Cautious, Construct, Terrifying
    (b[2d10+7] damage 4 piercing) 24 HP 6 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: , ,

    Instinct:

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  • War Hound Group
    Bite (d8 damage) 6 HP 0 armor
    Close

    A massive dog that has never known a lap. War Hounds are bred and trained to kill on command, and when working with a handler they're even more deadly (roll damage twice and use the best). Instinct: to please its handler

    • Howl to alert others
    • Drag them to the ground
    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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  • Hakizi Solitary, Magical, Divine, Intelligent, Cautious
    Ice blast (d10+2 damage) 15 HP 5 armor
    Close, Ignores Armor, Near

    Hakizi is an orcish prince who was imbued with the powers of the goddess of winter 700 years ago. He is not quite a god, but not quite mortal either. He can command the elements of ice and cold, as well as wield a sturdy blade. Instinct: Keep the Machine Going

    • Blade Strike
    • Ice Armor
    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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  • Moss-slick Guardian Group, Large
    Huge stone pole (w[2d10+4] damage) 10 HP 3 armor
    Forceful, Reach
    Special Qualities: Slippery, Magical senses, Stone body

    These guardians can block a corridor or entryway on their own. A pair or trio can defend a pass or gate. They stand immobile, striking only to dissuade forceful or violent attempts to bypass them, though they've also been known to cripple vehicles. These guardians have spent the ages partly submerged and have gained a coating of slick moss, as well. It might be easy to mistake one for a shambling moss beast, until an attack is forestalled by solid stone. Instinct: To deny passage

    • Block the path with stone limbs and poles
    • Aggressively crush any true, demonstrated threat
    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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  • Good Knight Caellis Group, Intelligent, Cautious
    Glacial Broadsword (b[2d8] damage) 6 HP 5 armor
    Close

    Knight Caellis strives to be the epitome of the shining knight. His glittering mail and glacierglass arms certainly give him the appearance. Caellis rarely removes his helm, wishing to remain a superhuman symbol in the eyes of the peasantry. Instinct: To inspire others to chivalry

    • Fight honorably despite the opponent
    • Wait for them to strike, then parry and riposte!
    • Give quarter to the foe
    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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  • Pathfinder Chronicler Storyteller Solitary, Intelligent, Evasive
    Brass Knuckles (d10+2 damage) 16 HP 1 armor
    Close

    Having gained a great amount of lore and experience, these guys still crave more knowledge, but also endeavor to spread it around so that others may learn. Thrice, they can pull out various brickabracks to get them out of a tight spot. Instinct: To learn new things

    • Decipher ancient languages
    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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  • Pathfinder Chronicler Scribe Group, Intelligent, Hoarder, Evasive
    Brass Knuckles (d8+2 damage) 10 HP 1 armor
    Hand

    The world is full of wonders and these guys want to see it all. They travel far and wide, exploring every corner and collecting a variety of knickknacks to help them out. Twice, they can pull out a random item that can help them out of a bind. Instinct: To learn new things

    • Decipher ancient language
    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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  • Calikang Horde, Large, Divine, Magical, Intelligent
    Blade and Punch Combo (b[2d6+5] damage 3 piercing) 13 HP 3 armor
    Special Qualities: Immune to Electricity, Ward 5 against Magic, Absorbed Electricity and magic is converted into healing, Can walk on air and water, Can see through illusions,

    Calikangs are the divine children of a guardian god who long ago failed at his appointed task. In shame, he cut off his fingers, which became the calikang. They believe they have inherited the sins of the creator and now serve as mercenary guardians to pay off the dept of karma that rest upon their shoulders. Instinct: To guard

    • Freeze itself in hibernation
    • Can breathe an element of their choice for d12/d6 with the Near, Group and Ignore Armour tags. They deal +6 damage if they use electricity
    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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  • Nihiloi Horde, Magical, Planar, Amorphous, Evasive
    Shadow lash (w[2d6] damage) 6 HP 1 armor
    Close, Reach
    Special Qualities: Immune to Cold, Darkvision, -1 to hit if aware of attack, Telepathy, Regenerate 1 in darkness

    Nihiloi are inhabitants on the Shadow Realm. While many think the shadowy beings are fearsome, they are actually a very shy species, prone to bloating and stretching their malleable form whenever they feel threatened in order to appear fearsome. Collectively, they are a tad resentful of other species who use their home realm as a glorified magical super highway. Instinct: To guard the Shadow Realm

    • Shape shadows into tools
    • Can read a target's thoughts
    • Can explode in a frenzy of tentacles, dealing d6/d4+3 with the Reach and Group tags
    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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  • Sukima Solitary, Tiny
    Needle-like teeth (d8-2 damage) 12 HP 1 armor
    Hand

    Small winged Sand-Kin found amongst the Kusatta Root trees of the Ia Isati Tidelands. Harmless and docile unless actively threathened Instinct: to consume Kusatta Fruit

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