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  • Cannibal Pygmy Chieftain Solitary, Small, Hoarder
    Skull mace (d8 damage) 8 HP 1 armor
    Close
    Special Qualities: Tribal leader

    The leader of the tribe; he or she is the greatest warrior and best cook. Instinct: Feast

    • Leads
    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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  • Cannibal Pygmy Horde, Small
    Sleep dart (w[1d4] damage) 3 HP 0 armor
    Close
    Special Qualities: Sleep dart prey

    These deplorable little jungle monsters are a tropical version of the Underdark's morlocks but combine their ghoulish hunger with a prudence that often appears to be cowardice; until you wake up from a sleep dart nap to find yourself a "guest" at the pygmy feast. Custom Move: When you are hit with a Cannibal Pygmy sleep blow dart roll +CON. On a 10+ your are immune to the dart and take no damage, on a 7-9 you take 1-4 points of damage, on a fail you take damage and are fast asleep until dinner. Instinct: Dine

    • Hunt
    • Ambush
    • Run away!
    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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  • Vampire Blood Mage Solitary, Stealthy, Magical, Intelligent
    Blood bolt (d12+2 damage 1 piercing) 20 HP 2 armor
    Close, Forceful, Reach, Ignores Armor, Near, Far
    Special Qualities: Forbidden knowledge, ancient mind

    Vampires have all the time in the world, assuming they find enough victims. With that in mind what's to stop them from learning and learning and learning and learning? Turns out the answer's nothing. Instinct: To learn

    • Bring labyrinthine plan to fruition
    • Siphone blood with uncanny ease
    • Wield ancient, forbidden magic
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  • The Parexteri Solitary, Large, Stealthy, Devious, Terrifying
    Poison Barb (d6 damage) 16 HP 0 armor
    Special Qualities: When you see through the creature's ruse, it is disgusting to behold.

    "Daddy..." the voice calls faintly through the mist. "Daddy you have to help me!" You run, heart pounding in your chest towards the sound. You can barely see more than a few feet in front of your face. Your cotton shirt sticks to your back from the sweat. You're exhausted, but it doesn't matter. You have to save your little girl. Nothing matters but saving her. The woods part in front of you. You see her standing there, in the middle of the clearing. Tears streaming down her face. She's sobbing. Her arms reaching out for you. The relief that washes over you feels like a warm bath after a long day in the fields. "Oh, honey. You're safe now." You take the last few steps toward her. But... What's that rancid stench? Your daughter's mouth opens and something flies out of it. A bug bites your neck. You smack at it, and your hand comes away with a needle-thin barb. You stare at it, bewildered. You feel dizzy. What's... happening? You collapse on the ground, entirely unable to move. You can't see your daughter. The most horrible, retched scent you've ever smelt fills your nostrils. You would gag, but it seems even your reflexes are paralyzed. Something ice cold and sticky with slime begins crawling up your leg, wrapping itself around you. Suddenly, you are being dragged. The rough ground beneath you scratching and ripping at your skin as you slide over the dirt and rocks. You can't see anything, but it feels like your legs are being pulled beneath the ground. Your foot gets caught on something. It bends awkwardly, slowly, straining against the the unknown thing pulling you downwards. Bending... bending... SNAP! The pain is immense, but you can't call out. You can't scream, you can't even make a face. You have to tolerate your broken leg in complete silence as you are dragged down into this hole. You are consumed by blackness. Down... down... down you go. The smell is getting worse... The Parexteri is a huge and horrid creature that lives beneath the earth. It's unnatural tentacles reaching upward into the world. It lures concerned parents to their doom by transforming the ends of it's tentacles into the likeness of their children. Once the parents get close, it poisons them with a paralyzing barb. Then it drags it's prey down into the earth where it's great maw consumes them slowly. Instinct: To Consume

    • Lure prey by mimicking helpless children
    • Paralyze by poison dart
    • Drag down into the Earth
    • Slowly digest living prey
    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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  • Vampire Blood Knight Group, Stealthy, Organized, Intelligent, Cautious, Hoarder
    Razor-edged Sword (b[2d10+4] damage 4 piercing) 10 HP 6 armor
    Close, Forceful, Messy
    Special Qualities: Ancient mind, Changing form, Honourbound

    A knight is a shining beacon of honour and martial prowess. But what happens if a knight is also an unthinkable undying horror with all the time in eternity to practice their skill and refine their blood? Pray you don't find out, lest you find yourself either as a 'worthy foe' to die by the sword or a target dummy to be sacrificed to its unending thirst... Instinct: To fight

    • Deliver a crippling blow
    • Command with a gaze
    • Drink the blood of the swayed or the fallen
    • Summon their bloody-handed bretheren
    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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  • Urkis, High Tempest Solitary, Magical, Intelligent, Hoarder
    Bring down the thunderstorm (b[2d10] damage) 12 HP 2 armor
    Close, Far

    A middle aged man, clad in simple robes carrying an ornate staff, with blue Sparks dancing all over him. Instinct: To swallow the valley in Storm

    • Send forth lightning elementals
    • Daze with lightning
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  • Giant Group, Large
    Smash (d8+2 damage) 10 HP 0 armor
    Forceful

    Ordinary "giants" are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage.While they prefer temperate climates, they’ll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don’t automatically know they’ll win. Giants are known for shoving one another at terrifying foes and won’t hesitate to sacrifice a clan-mate to save their own skins. Roving bands of giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate. Stupid, lazy and cowardly they will cheerfully devour humans or demi-humans. They love simple rhymes, riddles, puzzles and are fond of singing. Instinct: Raids and devours

    • Sings
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  • Undine Group, Magical, Amorphous
    Drowning (w[2d8] damage) 13 HP 0
    Close, Ignores Armor
    Special Qualities: Only sorcery or spiritual powers suffice to slay it, Incorporeal, Regenerates, Require water

    We only know this elemental maiden of water waits unseen within pools, lurking until it can lash out, entwine around a victim, and drag them down to their destiny, a watery death. And how does one fight it? Do the waves fear swords? Can hammers crush currents? You can beat it back for a time, but it'll rise again from its pool as if unharmed; sages say only sorcery or spiritual powers suffice to slay it. Instinct: Drown mortals

    • Haunt waterways
    • Regenerates mundane damage
    • Meld unseen with water
    • May only manifest in water
    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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  • Giant Muck Fly Solitary
    Bite (d10 damage) 12 HP 0 armor
    Close
    Special Qualities: Flight

    Muck fly transformed into a giant version of its breed by the malfunctioning magic of the Sky-Blind Spire. Instinct: Bite

    • Buzz
    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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  • Dire Pelican Group, Large, Hoarder
    Beak Crunch (d8 damage) 10 HP 0 armor
    Special Qualities: Flight

    Dire Pelicans are large enough to swallow a single human. Dire Pelicans would normally ignore players have are sacrificially loving parents. If adventurers distress hatchlings or encroach on the eggs of the pelicans, even by accident, they are liable to go into a berserk frenzy. Nests are liable to have treasure, but also have eggs. This giant was created by the weird magic of the Sky-Blind Spire. Custom Moves: When you engulfed by a Dire Pelican, roll+DEX. On a 10+, you avoid the pelican’s jaws. On a 7-9, you evade getting eaten and simply take damage. On a miss, you take no damage but the pelican swallows you whole. When you're inside take -1 forward from the digestive juices and don't get too comfortable. When you try to escape roll+CON. On a miss, the pelican deals damage to you and some of your stuff gets ruined. On a 10+, pick two. On a 7-9, pick one: *You get out *Deal your damage to the bird *None of your stuff is ruined. On a miss, the pelican deals damage to you. Instinct: Swallow you whole

    • Nests
    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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