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  • Phoenix Snake Solitary, Small
    Radiant emissions. (b[2d10] damage) 16 HP 2 armor
    Close, Reach

    A bright green and yellow snake. Thick as a forearm. Just happens to be able to fly. Lucky you. Emits bursts of radiant heat from its body. Needs a breath or two to recharge. Instinct: Inflicts harm...nasty critter

    • Explodes with fire
    • Bites
    • Tail slap
    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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  • Taito, the Ethereal Drinker Solitary, Huge, Stealthy, Divine, Magical, Intelligent, Planar, Construct, Terrifying
    Dissect and Bisect [d12+3] 20 HP 2 armor
    Reach, Forceful, Near
    Special Qualities: Perfect Camoflauge, Colossus's Drainer, leeches life force to give to Colossus (battery), Large

    Instinct: To leech

    • Drain
    • Illusions
    • Poison/Control
    • Extra-planar creature, personal dimension
    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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  • Baku Solitary, Planar, Terrifying, Humanoid
    Powerful, ferocious blows (d10+2 damage 2 blunt) 15 HP
    Close, Forceful
    Special Qualities: Grotesquely muscular, Gnarled and hunched shape, Tapir-headed, Grey skin

    "We'll get one among the university from time to time. In the dormitories especially, although we once had one descend upon a student in the library. Horrible things, eat their victim's dreams. They're drawn to practitioners of the arcane. We're fairly used to dealing with them here, as you can imagine. During waking hours wards can be put in place to deter them, gods forbidding they've fed too long and gotten too big. I'll never forget the student who tried to get between a Baku and its haunt, a friend of his. Never forget having to clean him up." Instinct: To weave and consume bad dreams

    • Haunt victim until sunup
    • Kill whoever stands in the way of the victim
    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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  • Falchon Flowers Group, Large, Cautious, Planar, Amorphous
    Flower head has a needle teeth bite. The falchon shaped leaves are very sharp. (b[2d8+2] damage 1 piercing) 13 HP 5 armor
    Reach, Ignores Armor, Near
    Special Qualities: Leaf projections that are sharp and falchon-like., A protective shield leaf.

    8 ft tall plant like beings that erupt out of the ground and are rooted in place. They are guardians to the mother Krynn plant. Their flower heads are clam shelled and feature substantial teeth like small knives. The head is supported by a thick stem which radiates 2 specialized leaves that are hardened and sharp (falchon shape). One other hardened leaf operates like a shield blocking blows. Instinct: Attacks and protects the Krynn mother

    • Flower bite
    • It can sense the black adalla (narcotic for its kind) and is easily persuaded by it.
    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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  • Squid Spider Group, Small, Devious, Intelligent
    stinging tentacle, fangs (d6+2 damage) 6 HP 1 armor
    Close
    Special Qualities: Stinging tentacle, paralyzing bite

    Multiple tentacled, unholy cross between and squid and a giant spider. Cluster of eyes at its core. Specialized stinging tentacle, paralyzing bite allow the Squid spider to wrap up its prey and drown it. Instinct: To hunt

    • Paralyzes its prey and drowns them.
    • tentacles can wrap up prey and drown it.
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  • Sun Lizard Group, Large, Hoarder
    Belches fire (d8+2 damage) 10 HP 2 armor
    Forceful, Near

    A large thickly scaled lizard. Thickly muscled. Mostly black with orange chaotic patterns. Heat rises from these patterns. Sharp front claws and a thick tail that can be used to ward off attackers. Instinct: Fiercely protects its nest

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  • Cult of Piranha Demons Horde, Small, Intelligent, Terrifying
    Needle teeth and barbed spears (d4+2 damage 1 piercing) 20 HP (Group) 1 armor
    Close
    Special Qualities: Uncanny blend of human and fish, No biological needs

    A demonic fusion of the features of piranhas and human children, each is a unique mixture. One has the lower half of a human being melded with the front half of an ugly, predatory fish. The next is mostly pale, scaled piranha, with human arms protruding from the sides clutching a cartiliginous spear, with a leering human face. Their random features result in varying capability to walk, swim, and fight, but gathered into a swarm known as a cult, they are vicious and dangerous nonetheless. Being demonspawn, they have no real need to breathe or eat, though they do the latter anyway. They whisper threats and dark secrets as they swarm. Instinct: To leave other creatures in tiny chunks

    • Swarm and attack from all sides
    • Lead them into dangerous waters
    • Cast hooked nets over 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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  • Coffin Jellyfish Group, Large, Stealthy, Devious, Amorphous
    Ensnaring tendrils (d4 damage) 9 HP 0 armor

    It appears as a floating corpse such as a human skeleton or decaying fish. When you realize something is off- a mailed skeleton shouldn't be floating, or the carcass is encased in a crystal clear coffin of gelatin- it disgorges its contents at you along with a sticky fluid. They are impossible to spot from underwater, as they hold their contents above the surface. Rarely, a malformed, 'tall' coffin jellyfish will hold its contents upright, giving the appearance of a ghastly levitating body, drifting ever closer over the surface of dark waters. This horse-sized jellyfish thrives in freshwater or seawater. Capable of tipping over fishing vessels, it often succeeds in dumping victims directly into its maw. Prey in the water is captured in a forest of tendrils. Both suffer the same fate. Held beneath the water, air-breathers drown quickly, to be digested later. Fish and their ilk are little better off, as gelatinous flesh suffocates them. Satisfied with a single man-sized meal, a coffin jellyfish will likely try to slowly flee after engulfing one person. Instinct: To feed slowly on drowned flesh

    • Appear as a floating corpse
    • Vomit corpses at them
    • Rock or capsize small boats
    • Engulf living flesh into its gelatinous body
    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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  • Firesinger Group, Stealthy, Divine, Magical, Intelligent
    Fireball (with its instrument) (d8+2 damage) 6 HP 1 armor
    Close, Far

    The bards of the "firesinger". Singing songs of fire with. After the "great cadence", it rains fire and the firesinger burn himself. Instinct: Burn the world

    • Singing songs of fire
    • Disguise
    • Firesong
    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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  • Old Robotic Construct Group, Large, Intelligent, Construct, Amorphous
    Large rusted swords (1d6 damage slashing) 5 HP 6 armor
    Forceful, Near, Far
    Special Qualities: Meant to act as a guard but went haywire

    Instinct: Determines who is worthy of passing attacks those it deems unworthy

    • Guards
    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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