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  • Fallen Farrow Horde, Organized, Terrifying
    Cleavers (d6 damage) 11 HP 1 armor
    Close
    Special Qualities: Oinks ominously

    Farrow are terrible creatures, undead they're even worse. They'll just eat and eat and eat and eat. When they're dead they'll keep doing that until they burst themselves and continue on, unless bade otherwise. Instinct: To Devour

    • Swarm in
    • Bring forth more of them
    • Eat their 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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  • The Obliviator Solitary, Huge, Magical, Construct
    Thinaun fists (b[2d10+7] damage 3 piercing) 28 HP 6 armor
    Reach, Forceful, Ignores Armor, Near, Messy
    Special Qualities: Devourer of souls, Eater of magic, Aura of disquiet

    Golem-making is both an art and a science. In either case madness can easily grip those who are making such things. But if there's one thing worse than madness, especially in these circumstances... it's hubris. What might otherwise possess someone to make them think that making a huge golem out of the soul-sucking alloy known as thinaun would be a good idea - but then to also empower it so it can drain souls away to power itself and then use that power to unleash blasts of energy? It would be laughable if someone hadn't actually attempted it, and worse... succeeded. Instinct: To Obey/To Annihilate

    • Inhale souls
    • Unleash a blast of soul energy
    • Smash through anything in its way
    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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  • Boneshard Skeleton Group, Magical, Construct
    Blade and boneshard (d8 damage 3 piercing) 10 HP 1 armor
    Close
    Special Qualities: Necrotic nexus

    Some necromantic experiments fare worse than others. For instance, it turns out it's possible to tie a necrotic nexus to the... framework of a skeleton that you animate, especially if you make the proper modifications to let it discharge appropriately. But only a fool would use one in their presence, they are barely stable and notorious for exploding in a necrotic haze when too heavily damaged. Still, if they're doing something on your behalf, makes people regret messing with your things... Instinct: To kill and obey

    • Explode in a burst of necromantic energy
    • Discharge baleful energies
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  • Skeletal Tomb Guardian Group, Construct
    Four scimitars (b[2d8] damage 1 piercing) 10 HP 4 armor
    Close
    Special Qualities: Four arms

    Sometimes you want to guard a place for a long time, and undead servants are the best for that indeed. But sometimes it's a matter of scarcity or demand for quality or various other factors... and let's just say that it's much easier to guard a place when you have four arms, each wielding a razor-sharp blade, and that even the bravest of tomb raiders will think twice lest it spill their blood on the dusty tomb floor. Instinct: To guard and obey

    • Guard a place or creature
    • Rise again
    • Inflict a wound that bleeds profusely
    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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  • Blazing Skeleton Group, Magical, Construct
    Flame orb (d8 damage) 10 HP 1 armor
    Close, Ignores Armor, Near
    Special Qualities: Blazing aura

    In necromantic circles, opinions are mixed. The big question is quantity versus quality, but one has to admit that finding a way to mix fire magic into the creation of a skeleton to turn it into a burning horror that can raze a village with nary a regret is certainly an effective terror weapon. Instinct: To Serve

    • Be reborn in flame
    • Set things (or creatures) ablaze
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  • Vampiric Cazador Horde, Tiny, Stealthy, Construct
    Proboscis-Spear (d6-2 damage 1 piercing) 7 HP 0 armor
    Hand, Ignores Armor
    Special Qualities: Wings of a giant mosquito, Blood tracker

    Vampires don't always want to hunt for their food, as they grow older they grow lazier. So they made these creatures from the insects they found, twisting them with their foul blood magic and turning them into undead creatures bolstered by their terrible essence. Now they hunt out creatures, swarming about the living and draining them dry, leaving dessicated corpses before returning with their ill-gotten gains to their masters. Instinct: To Serve

    • Drain blood for storage
    • Hide in the dark and high places
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  • Dust Man Horde, Magical, Construct, Amorphous
    Eroding grasp (d6 damage 1 piercing) 10 HP 1 armor
    Close
    Special Qualities: Made of dust, Reborn from dust

    All is dust, they say. Time destroys all things. The ancients knew this, so they made their ancient guardians with the powers of the gods. The ability to drain the very essence of a victim and turn them to dust is powerful yes, but to be able to affix some measure of that power into their dusty remains and turn them into roughly man-shaped dust clouds with ill intent is entirely another. Ever wonder why these tombs are so dusty? It's not sand, they built it too well to let the sand in... Instinct: To Obey

    • Suffocate with dust
    • Unleash blinding inner radiance
    • Drain life with a touch
    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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  • Hell Cat Group, Large, Stealthy, Planar, Evasive
    Wicked Claws (d8+1 damage 1 piercing) 10 HP 0 armor
    Special Qualities: Resistant to fire, -1 to hit in bright light

    Hellcats are feline predators of the netherworlds. Their flesh has strange properties that makes it hard to see in light, making it look like a cats skeleton is closing in. In dark areas, the fiendish blood lights up, letting their true form be seen. Instinct: To eat

    • Track prey for miles
    • Hide in areas of light
    • Grab hold of 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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  • Swamp-Claimed Adventurers Horde, Magical, Devious, Terrifying
    Sword (b[2d4] damage) 7 HP 1 armor
    Close
    Special Qualities: Show the face of decay

    Told it would be an easy bounty they were. Kill a few rats and close off the engine room. It's a pity their employer didn't tell 'em the whole story. Now look at them, clad in mud and with fungus bulging from their eyes. Swamp-claimed the lot of them, half-alive and still with the smallest bit of their souls to answer for the dark deeds they commit on behalf of the spirit within the engine. Don't have pity on them, though I know it's tempting. That's when they'll strike, with half-remembered spells, rusted swords, and blind fury. Instinct: To serve Murkahl

    • Draw on half-remembered skills
    • Use a minor spell of the swamp
    • Press ever onward, ignoring minor injuries.
    • Show the face of decay
    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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  • Soulbound Doll Horde, Tiny, Magical, Intelligent, Construct
    Knife (d4-2 damage) 11 HP 1 armor
    Hand
    Special Qualities: Not immune to mental manipulation, Construct

    A soulbound doll is created by infusing a tiny piece of a soul into a crystal, which is bonded to the doll, animating it. While a little piece of soul in not enough to copy the original personality, the resulting doll often share personality traits with the soul donor. Instinct: To obey its creator

    • Move unseen
    • Depending on the nature of the soul, it can inflict rage, heroism, sleep, pain or obedience.
    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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