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  • Magma Ooze Solitary, Stealthy, Amorphous
    Burning Engulf (d10 damage) 15 HP 1 armor
    Close, Ignores Armor
    Special Qualities: unharmed by fire and heat, undetectable while immersed in magma

    The magma ooze is an amorphous creature that appears to be an animate blob of smoldering lava. Found in or near active volcanos, magma oozes usually wait for prey immersed in pools of lava where they are completely undetectable as long as they don't move or attack. Once the ooze's sensitive tremor sense registers nearby prey, the creature leaps out of its hiding place with surprising agility and tries to engulf its victim in its burning body. Since the magma ooze is composed of burning hot lava, it is obviously dangerous to strike it with melee weapons or even unarmed. When a magma ooze is killed, its body cools down immediately and turns into a lump of solid lava rock, possibly getting the weapon stuck in it that was used to strike the ooze down. The magma oozes body will also cool down and harden when leaves its lava pond for more than several hours. In this case, the creature is petrified but can be brought back to life by immersing it in lava or a similarly hot substance like molten iron. Instinct: to burn flesh and bone

    • Engulf and Burn
    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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  • Knight Inquisitor Group, Magical, Organized, Intelligent, Cautious
    Thorny flail (d8 damage) 6 HP 3 armor
    Close

    The Inquisitorial Orders are a new branch of the church, and thus its members are overflowing with zeal. They are assured in their righteousness and apt at carrying others along with them. They bear the crest of their order proudly on tabards and shields. Watch out or they will turn the attention of the mob and true believers on you quite quickly. Instinct: Deliver sinners for trial

    • Bring sins to light with scornful accusations
    • Cast holy symbols of restraint and capture
    • Wield authority over believers
    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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  • Knight Malynn the Colossus Group, Magical, Intelligent
    Stoneskin fists (d8+2 damage 2 piercing) 6 HP 5 armor
    Close, Forceful
    Special Qualities: Permanent Stoneskin Blessing

    Malynn is called the Colossus for a reason. She stands about seven and a half feet tall, though she is lanky rather than bulky. She wears little armor for a knight, just enough to denote her standing and show her colors and heraldry. Likewise, she carries weaponry only as a practical or symbolic matter. A close look or knowledge of her exploits reveal the reason. Malynn has been blessed by her gods with skin and muscle hard as stone. It is quite a sight to see her block a broadsword with a bared forearm or dent armor and shields with a fist. Malynn isn't a fool, but is uncomfortable making important decisions for herself. Instinct: Defend those wiser than she

    • Bear the brunt of the foe's attack
    • Blunt, break, or peel apart the enemies' equipment
    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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  • Lemuel Manymouths Solitary, Large, Divine, Intelligent, Planar, Terrifying
    Biting appendages (b[2d10+4] damage) 22 HP 0 armor
    Reach
    Special Qualities: Several eel-like limbs, Biting mouths everywhere, Demonic fusion of aquatic creatures

    Lemuel has, in the end, been transformed by Sin into a demonic creature. He has melded with the creatures he once fed and now devours rather than butchers. His neck and chest sprout numerous eel-like appendages ending in the mouths of various fish: piranha, barracuda, lamprey, shark, angler. From his waist sprout the heads of monstrous sea lions with many rows of gnarled teeth. The rest of his form is a hybrid of limbs designed for amphibious movement. Instinct: To devour by a thousand nips

    • Attack with a dozen bites from all directions
    • Summon horrors with an offering of flesh
    • Draw them in by several biteholds
    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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  • CDR Solitary, Divine, Intelligent, Cautious
    Blade Strike (b[2d10+2] damage 1 piercing) 18 HP 6 armor
    Close, Far

    Instinct: To punish the wicked

    • Strike the wicked
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  • SBR Group, Stealthy, Intelligent
    Bow (b[2d8] damage 1 piercing) 6 HP 1 armor
    Close, Reach, Near

    Instinct: To make gold

    • Snipe
    • Activate a trap
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  • Cult Scout Group, Intelligent
    Rapier (d8 damage 1 piercing) 6 HP 1 armor
    Close

    Instinct: to protect the cult

    • Track
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  • DBW Solitary, Magical, Hoarder
    Elemental Ray (b[2d12+2] damage) 12 HP 2 armor
    Close, Ignores Armor, Far

    Instinct: to gain power

    • Cast Magic
    • Use the elements against them
    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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  • Keelut, Siqqitiq Shaman Group, Magical, Intelligent
    Call upon his totem (d8 damage) 6 HP 3 armor
    Close, Ignores Armor, Far

    Instinct: To return to Gal'goz

    • Lead the Hunt
    • Summon Corrupted Spirits
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  • High Priestess Isadora Solitary, Divine, Intelligent, Cautious
    Longsword of the Reve (b[2d10+2] damage 1 piercing) 14 HP 6 armor
    Close

    Instinct: To Eradicate the Undead

    • Stand Against All
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