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  • Black Pudding Solitary, Large, Amorphous
    Pseudopod (d8 damage) 20 HP
    Ignores Armor

    These creatures were mindless underground-dwelling hunters and scavengers that wandered and absorbed whatever they found. A black pudding would position itself in a dungeon hallway like a shadow and wait for unsuspecting prey. Instinct: Hunt and Dissolve

    • Dissolve Metal, Clothes, or Flesh
    • Deal Damage When Hit in Melee
    • Damage Armor When Striking
    • Climb Walls
    • Squeeze Through Tight Spaces
    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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  • Manticore Group, Large, Intelligent
    Claws and Bite (d8+2 damage 1 piercing) 12 HP 2 armor
    Forceful, Near, Messy
    Special Qualities: Tail Spikes

    A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature’s back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. Instinct: Hunt for Prey

    • Launch Tail Spikes (1 Piercing, not Forceful/Messy)
    • Rip Something Apart
    • Denegrate 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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  • Flesh Golem Solitary, Planar, Construct
    fists (d10+4 damage) 20 HP 0 armor
    Close, Forceful
    Special Qualities: immutable form, Fears Fire, Healed by Lightning

    A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons. Instinct: To Obey or Destroy

    • Go Berserk and Attack Whatever is Nearest
    • Resist Magic
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  • Spire Guard Horde, Large
    Horn (d6+4 damage 3 piercing) 7 HP 3 armor
    Forceful, Reach
    Special Qualities: Metal alloy horns

    These iron mites have grown and developed 1-3 alloy horns that it uses to guard the nest. These horns are dense and sharp enough to tear through armor. These creatures will also charge to maximize their damage. Instinct: Protect the nest

    • Impale the threat
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  • Iron Roller Horde, Cautious
    Spiked Shell (d6 damage 1 piercing) 3 HP 4 armor
    Close
    Special Qualities: Metal alloy shell

    These grown mites have survived long enough to gain size and mass with alloy shells, sometimes covered in crystalline spikes, harder than steel. They curl up to defend themselves and sometimes roll around to harm threats. Instinct: Take the hits for the swarm

    • Roll over threats
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  • Iron Mite Swarm Horde, Tiny
    Bite (d4-2 damage 1 piercing) 3 HP 3 armor
    Hand
    Special Qualities: Shell made of metal alloy

    Iron mites, often found in swarms, seek out and devour any source of ore they can find, whether it be a natural vain of the armor off one's back, eventually gaining a hard alloy shell made of the consumed materials. Instinct: Nest and ravage

    • Devour metals
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  • Thorn Warrior Group, Organized, Intelligent
    Thorn Whips (b[2d8+2] damage 1 piercing) 6 HP 1 armor
    Close, Reach, Near
    Special Qualities: Plant-like body

    With their plant-based, humanoid bodies, they mercilessly tear apart all those that seek to disrupt the balance or even carelessly wander too far into the wilds. Using their thorny whip vines and swords they defend the wilds and the great tree in the center. Instinct: Deny enterence to the Wilds

    • Attack relentlessly
    • Send out a call for reinforcements
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  • Mimic Solitary, Stealthy, Amorphous
    Bite (d12+2 damage) 15 HP 2 armor
    Close

    Instinct: To surprise and devour

    • Mimicking terrain and objects in a dungeon
    • Appear to be a piece of dungeon furniture
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  • Prisoner Shade Horde, Stealthy, Devious, Organized, Intelligent, Amorphous
    Shadow-magic claws (d4 damage) 14 HP 2 armor
    Close
    Special Qualities: Damage cannot kill it, only temporarily dispel it

    Poor souls, consigned to eternal service for forgotten crimes of another age by the Lord of Chaos, a fallen angel bent on "correcting" the flaws of mortals. Damage, from weapon or spell, simply dissipates their energies for a time--they'll return sooner or later. But the One does not permit Their servants to crush mortal will so easily. Surely, there is a key that unlocks the soul-chains that bind these wretched victims? Instinct: To imprison

    • Patrol the temple that is their jail
    • Slip from one shadow to another
    • Claws that weaken the soul
    • Gangs up on other "prisoners" who resist (improve damage dice)
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  • Erik Berglund Group, Organized, Intelligent
    Katzbalger / Pistole (b[2d8] damage) 11 HP 2 armor
    Close, Near
    Special Qualities: Anführer 1

    Ein gut bezahlter Gefolgsmann von Jospeh von Warnstedt Instinct: Ruchlose Söldner kommandieren

    • Befehle erteilen
    • Sölnder herbeirufen
    • Söldner motivieren
    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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