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  • Stormrake Group, Small, Stealthy, Planar
    Stormslash (d8+2 damage 4 piercing) 10 HP 1 armor
    Close, Near, Far

    Scavengers left in the wake of the storm, these panther-like beasts show traits of crustaceans and insects but appear to be made of solid stormclouds. These agile beasts are able to leap short distances as bolts of dark energy. Left behind by greater nightmares, Stormrakes have turned to scavenging, picking off stragglers to devour their flesh and fear. Travelling alone or in packs, Stormrakes are most usually found after or during storms, but some stay around afterwards and lay claim to territory, upsetting the natural ecosystem and even infecting local wildlife with nightmarish energy from the storm. Instinct: To abduct and scavenge

    • Strike from shadows
    • Leap short distances as a bolt of dark energy
    • Retreat to or bolster from the storm
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  • Four-Armed White Ape (Slumbering Ursine Dunes) Solitary, Large
    Pummel (d10+2 damage) 16 HP 1 armor
    Forceful, Reach, Near

    This massive, four-armed white ape waits at the top of the stairs on the Golden Barge control tower. It will throw stainless steel water barrels at anyone who attempts to climb the stairs. Instinct: To defend its position

    • Toss a water barrel
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  • Major Xhom Solitary, Intelligent
    Flanged Vibro-Axe (d10+2 damage 2 piercing) 12 HP 0 armor
    Close

    The sole survivor of the first of the recent Eld expeditions to the Golden Barge. Xhom is attempting to puzzle out how to reactivate the vessel while fending off the ghuls below. He is invariably hostile to the party unless they are in active alliance with the local Eld (and can prove it). Text is from the OSR module Slumbering Ursine Dunes. Instinct: To activate the Golden Barge

    • Interrogate the motives of the party
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  • Vodnik Solitary, Magical
    Bite 1d6 damage 12 HP 0
    Close
    Special Qualities: Invisible in water, invulnerable to edged weapons

    It is said among the Old Pahr people that a pessimist is someone who thinks that things couldn’t be any worse--and that an optimist believes that it can! Pushing aside the old wives tale that a surfeit of strong drink drives men to melancholy, learned men attribute this pervading culture gloom to the overabundance of malevolent spirits and faeries in that people’s mythology. A particularly nasty example of the inimical Pahr spirit is the vodník, a male water nymph of a particularly sour and murderous nature. Vodník often lurk at the edges of lakes and rivers waiting for lone wanderers or small groups of village folk. Vodník are invisible in the the water before they strike, but rise as a translucent serpent when they do. Each strike does damage but worse is that the spirit serpent attempts to drag the victim down to a watery doom. Once the Vodník has a victim under water it shifts into its true form, a pot-bellied old man covered in slimy scales, and concentrates on drowning the hapless victim. Instinct: To induct you into the service of Vul (drown you)

    • Drown its victim (see Custom Move below)
    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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  • Two-Headed Giant Vulture Solitary, Large, Hoarder
    Beak (d10+2 damage 1 piercing) 16 HP 1 armor
    Near

    A two-headed giant vulture with a three-foot tumor on its chest (from Slumbering Ursine Dunes area 9a). Instinct: To protect its next

    • Lift you into the sky
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  • Ghul Group, Magical, Organized, Intelligent
    Assorted weapons (d8 damage) 10 HP 1 armor
    Close
    Special Qualities: Can never be surprised in the Golden Barge

    The primary residents of the Golden Barge are, despite outward appearances, neither undead nor properly among the living. The ghuls believe themselves to be the zealous adherents of a redemptive sect that cleanses the sins of the sentient living through the ritual consumption of their flesh--a doctrine they enthusiastically expound upon even during the throes of combat. In reality they are by-products of the vessel itself, antibodies of the barge’s biomechanical system. Instinct: Cleanse the sins of the living

    • Eat your flesh
    • Detect invisible creatures
    • Call for more ghuls from the spawning room
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  • Fallen Beast Mage Solitary, Magical, Intelligent, Terrifying
    Lightning bolt (d10 damage) 12 HP 1 armor
    Hand, Close, Near, Ignores Armor
    Special Qualities: Bestial fury

    The moon wants what it wants, but it can be denied. Most cannot do it entirely so instead our bodies rebel, and our minds with them. Tapping into some primordial bloodline or pact or long lost chapter of our collective history. What becomes of those who can rebel in such a fashion is not pretty, but it is certainly fascinating. However when this happens to those who have some talent for magic is even more fascinating, the primordial beasthood that takes ahold of them is mired by their mystical abilities, manifesting in wilder arrangements and arc-ing off of them haphazardly, but still retaining some element of intelligence enough to be able to deploy such abilities willingly. Instinct: To devour

    • Lunge with alarming speed
    • Wield what remnants of magic it can recall
    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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  • Village cleric Group, Magical
    (d8 damage) 30 HP 1 armor
    Close

    Instinct: Kill outsiders

    • Divine blessing (+1 forward)
    • Bubble of defence (roll D6 for radius) (+6 armor until damage is taken)
    • Bubble of attack (D6 for radius) (D6 damage)
    • Dagger of the gods (if impailed 1 damage every turn for (B(2D6) turns
    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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  • Firefly Horde, Tiny, Organized
    Burning Mandibles (d4-2 damage) 3 HP 0 armor
    Hand
    Special Qualities: Wings

    These volatile insects swarm in fiery areas where their cold blooded bodies keep a steady temperature. Feared by adventurers, as they become extremely agitated in the presence of other lifeforms. Instinct: Protect territory.

    • When attacking, the furious bugs have D6 chance (on a fail) to explode dealing d6 burning damage as hot liquid from their glowing bellies covers the victim.
    • When a firefly is disturbed, it begins buzzing angrily, alerting all nearby bugs and summons a minor swarm. The call does not penetrate objects
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  • Cous Familiar Solitary, Magical, Planar, Amorphous
    Corrosive touch (d6+2 damage) 12 HP 0 armor
    Close, Ignores Armor

    A mass of bubbles sustained by Cous energy. Instinct: Obey the priestess

    • Swarm
    • Regenerate with Cous energy
    • Bind and corrode
    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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