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  • Spinning Die Horde, Small, Amorphous
    Spinning corners and edges (d6 damage) 10 HP 3 armor
    Close

    Polyhedrons are associated with adventurers, for some reason. Even though most adventurers have never done anything to bring the wrath of abstract shapes, many still chill with fear when they see one, or more, or even a stack, advancing down a dungeon corridor towards them. Whether a tetrahedron, cube, octahedron, dodecahedron, icosahedron, or even a more obscure shape, when they get up on one corner and start to spin, the wise know to run away. Instinct: to roll

    • Spin at lightning speed
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  • Phaerimm Solitary, Large, Stealthy, Magical, Intelligent, Hoarder, Planar
    Bolts of light or fire (b[2d12] damage) 16 HP 4 armor, magical
    Reach, Ignores Armor, Far

    A floating circular mouth, pointing up, with a body that tapers down to a pointed tail with a poisoned stinger, these intensely magical beings seek to dominate and bring pain. Instinct: to bring pain

    • Lash out with a powerful spell
    • Bring a cruel plan to fruition
    • Wield alien evocation, enchantment, illusion, or compulsion magic
    • Detect and deflect magic
    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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  • Nimblewright Solitary, Intelligent, Construct
    Rapier Arms (b[2d8] damage 1 piercing) 10 HP 2 armor
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    Special Qualities: Sure-footed

    A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Instinct: Guard or Kill

    • Get that parkour!
    • Avoid being knocked down
    • Escape!
    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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  • Flameskull Solitary, Tiny, Magical, Devious, Intelligent, Undead
    fire ray (d8 damage) 11 HP 1 armor
    Ignores Armor, Near
    Special Qualities: Illumination

    Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory. Instinct: Serve it's creator

    • Rejuvinate fully in an hour unless dispelled, uncursed, or sprinkled with holy water.
    • Cast fireball
    • Resist magic
    • Shield - Block the Magic Missile Spell
    • Lift a small object from a distance
    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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  • Umbral Stalker Solitary, Magical, Stealthy, Devious, Terrifying
    rend shadows (b[2d8] damage) 16 HP 4 armor
    Close, Ignores Armor
    Special Qualities: is completely silent, horribly disfigured

    The Umbral Stalker is a tall, gaunt, grey being with large black voids in place of its eyes. Its mouth hangs agape and its jaw drops a foot down in a gaping, soulless void that swallows shadows. Its fingers are long and it hunches as it walks in complete silence. Instinct: to consume shadow

    • stalks from the shadows
    • creates a veil of shadow that extinguishes light
    • can apply debilities and remove limbs
    • heals itself for half of any damage dealt
    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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  • Air Elemental Group, Large, Planar, Amorphous
    Buffet (d8+2 damage) 17 HP 3 armor
    Forceful, Reach
    Special Qualities: Immune to Lightning/Thunder, Poison

    An air elemental is a funneling cloud of whirling air with a vague semblance of a face. It can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away. Instinct: Return to the Plane of Air

    • Whirlwind (Throw and Damage All Near It)
    • Air Form - Made of Air
    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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  • Grick Group
    Beak (d8 damage) 6 HP 3 armor
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    Special Qualities: tentacles

    Gricks were large worm-like creatures that lived away from sunlight. Their head was composed of a sharp beak surrounded by four tentacles. Instinct: To Eat. Constantly.

    • Grab Prey
    • Climb Walls
    • Hide in rocky terrain
    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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  • Brutus, Nightmare Chieftan Solitary, Huge, Intelligent, Planar
    Hell Maul (d10+7 damage 2 piercing) 24 HP 0 armor
    Reach, Forceful

    A great, mountainous giant of a fiend. With a wide corpulent body, squat face, and snarling tusks. Lounging on a bone throne, where his titanic rear has crushed the seat to powder. Slaves dangle from his.fingers, plucked into his maw like grapes. Instinct: Crush bodies and wills.

    • Cause great explosions with its maul
    • Twist the planar sands to do its bidding
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  • Brutus, Nightmare Chieftan Solitary, Huge, Intelligent, Planar
    Hell Maul (d10+7 damage 2 piercing) 24 HP 0 armor
    Reach, Forceful

    A great, mountainous giant of a fiend. With a wide corpulent body, squat face, and snarling tusks. Lounging on a bone throne, where his titanic rear has crushed the seat to powder. Slaves dangle from his.fingers, plucked into his maw like grapes. Instinct: Crush bodies and wills.

    • Cause great explosions with its maul
    • Twist the planar sands to do its bidding
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  • Shield Guardian Group, Large, Magical, Construct
    Fist (d8 damage) 14 HP 3 armor
    Close
    Special Qualities: Regenerates , Bound

    A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance. A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power Instinct: Protect the Amulet Wearer

    • Obey Telepathic Commands on Amulet Wearer
    • Release a Spell Stored by the Amulet Wearer
    • Takes Half of the Damage of Amulet Wearer
    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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